1 const int max_samples = 32;
3 uniform mat4 projection_matrix;
5 uniform sampler2D source;
6 uniform sampler2D depth;
7 uniform sampler2D occlusion;
8 uniform sampler2D rotate;
9 uniform AmbientOcclusionParams
11 mat4 inverse_projection;
13 vec3 sample_points[max_samples];
15 float occlusion_radius;
16 float edge_depth_threshold;
19 #pragma MSP stage(fragment)
20 vec3 project(vec3 position)
23 return vec3(0.0, 0.0, -1.0);
24 vec4 pp = projection_matrix*vec4(position, 1.0);
28 vec3 unproject(vec3 position)
30 vec4 upp = inverse_projection*vec4(position, 1.0);