2 import _ambientocclusion;
4 #pragma MSP stage(fragment)
7 vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
8 vec2 tex_scale = 1.0/vec2(textureSize(occlusion, 0));
11 for(int i=0; i<4; ++i)
12 for(int j=0; j<4; ++j)
14 vec2 offset = vec2(float(i), float(j))-1.5;
15 vec2 sample_coord = texcoord+offset*tex_scale;
16 float occ = texture(occlusion, sample_coord).r;
17 float sample = texture(depth, sample_coord).r;
18 float z_range = occlusion_radius*length(offset)*edge_depth_threshold;
19 float min_depth = project(vec3(center.xy, center.z+z_range)).z;
20 float max_depth = project(vec3(center.xy, center.z-z_range)).z;
21 if(sample>=min_depth && sample<=max_depth)
27 vec4 src_color = texture(source, texcoord);
28 frag_color = vec4(src_color.rgb*mix(1.0, min(sum*2.0/count, 1.0), darkness), src_color.a);