2 import ambientocclusion;
7 mat2 transform = mat2(texture(rotate, texcoord*screen_size/4.0)*2.0-1.0)
8 *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;
9 float sample = depth_ratio.x/(texture(depth, texcoord).r-depth_ratio.y);
11 for(int i=0; i<=3; ++i)
12 for(int j=0; j<=3; ++j)
14 vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);
15 float dxy = length(offs)*-sample;
16 float dz = depth_ratio.x/(texture(depth, texcoord+offs).r-depth_ratio.y)-sample;
18 sum += atan(dz/dxy)/1.570796;
22 frag_color = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);