2 import ambientocclusion;
4 #pragma MSP stage(fragment)
7 vec4 rv = texture(rotate, gl_FragCoord.xy/4.0)*2.0-1.0;
8 mat3 transform = mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, rv.w)*occlusion_radius;
9 vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
10 float min_depth = project(vec3(center.xy, center.z+occlusion_radius)).z;
11 float occlusion_sum = 0.0;
13 for(int i=0; i<n_samples; ++i)
15 vec3 psp = project(center+transform*sample_points[i]);
16 float sample = texture(depth, psp.xy*0.5+0.5).r;
24 frag_color = vec4(1.0-occlusion_sum/count, 0.0, 0.0, 1.0);