-import postprocess;
+import flat_effect;
import _ambientocclusion;
#pragma MSP stage(fragment)
+layout(location=0) out float frag_out;
void main()
{
+ vec3 tex_scale = vec3(1.0/vec2(textureSize(depth, 0)), 0.0);
+
+ vec3 center = get_fragment_position(texcoord);
+ vec3 left = get_fragment_position(texcoord-tex_scale.xz);
+ vec3 right = get_fragment_position(texcoord+tex_scale.xz);
+ vec3 bottom = get_fragment_position(texcoord-tex_scale.zy);
+ vec3 top = get_fragment_position(texcoord+tex_scale.zy);
+
+ vec3 normal = normalize(cross(get_slope(left, center, right), get_slope(bottom, center, top)));
+ vec3 tangent = (abs(normal.x)>abs(normal.y) ? vec3(-normal.z, 0.0, normal.x) : vec3(0.0, -normal.z, normal.y));
+ vec3 binormal = cross(normal, tangent);
+
vec4 rv = texture(rotate, gl_FragCoord.xy/4.0)*2.0-1.0;
- mat3 transform = mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, rv.w)*occlusion_radius;
- vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
+ mat3 transform = mat3(tangent, binormal, normal)*mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, 1.0)*occlusion_radius;
+
float min_depth = project(vec3(center.xy, center.z+occlusion_radius)).z;
float occlusion_sum = 0.0;
float count = 0.0;
for(int i=0; i<n_samples; ++i)
{
vec3 psp = project(center+transform*sample_points[i]);
- float sample = texture(depth, psp.xy*0.5+0.5).r;
- if(sample>=min_depth)
+ float sample_depth = texture(depth, psp.xy*0.5+0.5).r;
+ if(sample_depth>=min_depth)
{
- if(sample<psp.z)
+ if(sample_depth<psp.z)
occlusion_sum += 1.0;
count += 1.0;
}
}
- frag_color = vec4(1.0-occlusion_sum/count, 0.0, 0.0, 1.0);
+ frag_out = 1.0-occlusion_sum/count;
}