+import postprocess;
+import _ambientocclusion;
+
+#pragma MSP stage(fragment)
+void main()
+{
+ 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 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 += occ;
+ count += 1.0;
+ }
+ }
+ 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);
+}