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;
}