vec3 sample_points[max_samples];
int n_samples;
float occlusion_radius;
+ float edge_depth_threshold;
};
-////// fragment
+#pragma MSP stage(fragment)
vec3 project(vec3 position)
{
+ if(position.z>=0.0)
+ return vec3(0.0, 0.0, -1.0);
vec4 pp = projection_matrix*vec4(position, 1.0);
return pp.xyz/pp.w;
}