2 import _ambientocclusion;
4 #pragma MSP stage(fragment)
5 layout(location=0) out vec4 frag_color;
8 vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
9 vec2 tex_scale = 1.0/vec2(textureSize(occlusion, 0));
12 for(int i=0; i<4; ++i)
13 for(int j=0; j<4; ++j)
15 vec2 offset = vec2(float(i), float(j))-1.5;
16 vec2 sample_coord = texcoord+offset*tex_scale;
17 float occ = texture(occlusion, sample_coord).r;
18 float sample_depth = texture(depth, sample_coord).r;
19 float z_range = occlusion_radius*length(offset)*edge_depth_threshold;
20 float min_depth = project(vec3(center.xy, center.z+z_range)).z;
21 float max_depth = project(vec3(center.xy, center.z-z_range)).z;
22 if(sample_depth>=min_depth && sample_depth<=max_depth)
28 vec4 src_color = texture(source, texcoord);
29 frag_color = vec4(src_color.rgb*mix(1.0, min(sum/count, 1.0), darkness), src_color.a);