1 const int max_samples = 32;
3 uniform mat4 projection_matrix;
5 uniform sampler2D depth;
6 uniform sampler2D occlusion;
7 uniform sampler2D rotate;
8 uniform AmbientOcclusionParams
10 mat4 inverse_projection;
12 vec3 sample_points[max_samples];
14 float occlusion_radius;
15 float edge_depth_threshold;
18 #pragma MSP stage(fragment)
19 vec3 project(vec3 position)
22 return vec3(0.0, 0.0, -1.0);
23 vec4 pp = projection_matrix*vec4(position, 1.0);
27 vec3 unproject(vec3 position)
29 vec4 upp = inverse_projection*vec4(position, 1.0);