2 import _ambientocclusion;
4 #pragma MSP stage(fragment)
5 layout(location=0) out float frag_out;
8 vec4 rv = texture(rotate, gl_FragCoord.xy/4.0)*2.0-1.0;
9 mat3 transform = mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, rv.w)*occlusion_radius;
10 vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
11 float min_depth = project(vec3(center.xy, center.z+occlusion_radius)).z;
12 float occlusion_sum = 0.0;
14 for(int i=0; i<n_samples; ++i)
16 vec3 psp = project(center+transform*sample_points[i]);
17 float sample_depth = texture(depth, psp.xy*0.5+0.5).r;
18 if(sample_depth>=min_depth)
20 if(sample_depth<psp.z)
25 frag_out = 1.0-occlusion_sum/count;