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 sample_depth = 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)
+ if(sample_depth>=min_depth && sample_depth<=max_depth)
{
sum += occ;
count += 1.0;
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;
}