import postprocess;
import ambientocclusion;
-////// fragment
+#pragma MSP stage(fragment)
void main()
{
- float sample = depth_ratio.x/(texture(depth, texcoord).r-depth_ratio.y);
- float sum = 1.0;
- float count = 1.0;
- for(int i=0; i<=3; ++i)
- for(int j=0; j<=3; ++j)
+ vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
+ vec2 tex_scale = 1.0/vec2(textureSize(occlusion, 0));
+ float sum = 0.0;
+ float count = 0.0;
+ for(int i=0; i<4; ++i)
+ for(int j=0; j<4; ++j)
{
- vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;
- float dxy = length(offs)*-sample;
- float dz = depth_ratio.x/(texture(depth, texcoord+offs).r-depth_ratio.y)-sample;
- if(abs(dz)<3.0*dxy)
+ vec2 offset = vec2(float(i), float(j))-1.5;
+ vec2 sample_coord = texcoord+offset*tex_scale;
+ float occ = texture(occlusion, sample_coord).r;
+ float sample = texture(depth, sample_coord).r;
+ float z_range = occlusion_radius*length(offset)*edge_depth_threshold;
+ float min_depth = project(vec3(center.xy, center.z+z_range)).z;
+ float max_depth = project(vec3(center.xy, center.z-z_range)).z;
+ if(sample>=min_depth && sample<=max_depth)
{
- sum += texture(occlusion, texcoord+offs).r;
+ sum += occ;
count += 1.0;
}
}
- frag_color = texture(source, texcoord)*sum/count;
+ vec4 src_color = texture(source, texcoord);
+ frag_color = vec4(src_color.rgb*mix(1.0, min(sum*2.0/count, 1.0), darkness), src_color.a);
}