vec4 upp = eye_clip_matrix*vec4(position, 1.0);
return upp.xyz/upp.w;
}
+
+vec3 get_fragment_position(vec2 tc)
+{
+ return unproject(vec3(tc*2.0-1.0, texture(depth, tc).r));
+}
+
+vec3 get_slope(vec3 a, vec3 x, vec3 b)
+{
+ float dz1 = abs(x.z-a.z);
+ float dz2 = abs(b.z-x.z);
+ return (dz1>2.0*dz2 ? b-x : dz2>2.0*dz1 ? x-a : b-a);
+}
}
}
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);
+ frag_color = vec4(src_color.rgb*mix(1.0, min(sum/count, 1.0), darkness), src_color.a);
}
layout(location=0) out float frag_out;
void main()
{
+ vec3 tex_scale = vec3(1.0/vec2(textureSize(depth, 0)), 0.0);
+
+ vec3 center = get_fragment_position(texcoord);
+ vec3 left = get_fragment_position(texcoord-tex_scale.xz);
+ vec3 right = get_fragment_position(texcoord+tex_scale.xz);
+ vec3 bottom = get_fragment_position(texcoord-tex_scale.zy);
+ vec3 top = get_fragment_position(texcoord+tex_scale.zy);
+
+ vec3 normal = normalize(cross(get_slope(left, center, right), get_slope(bottom, center, top)));
+ vec3 tangent = (abs(normal.x)>abs(normal.y) ? vec3(-normal.z, 0.0, normal.x) : vec3(0.0, -normal.z, normal.y));
+ vec3 binormal = cross(normal, tangent);
+
vec4 rv = texture(rotate, gl_FragCoord.xy/4.0)*2.0-1.0;
- mat3 transform = mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, rv.w)*occlusion_radius;
- vec3 center = unproject(vec3(vertex.xy, texture(depth, texcoord).r));
+ mat3 transform = mat3(tangent, binormal, normal)*mat3(rv.xy, 0.0, rv.zx, 0.0, 0.0, 0.0, 1.0)*occlusion_radius;
+
float min_depth = project(vec3(center.xy, center.z+occlusion_radius)).z;
float occlusion_sum = 0.0;
float count = 0.0;
Vector3 sample_points[32];
for(unsigned i=0; i<n; ++i)
{
- float z = static_cast<float>(i)/n;
- float r = sqrt(1.0f-z*z);
+ float r = static_cast<float>(i)/n;
+ float z = sqrt(1.0f-r*r);
float d = radical_inverse(i);
Geometry::Angle<float> a = Geometry::Angle<float>::from_turns(d);
sample_points[i] = Vector3(cos(a)*r, sin(a)*r, z)*(0.1f+0.9f*d*d);