import postprocess; import ambientocclusion; #pragma MSP stage(fragment) void main() { 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)); float min_depth = project(vec3(center.xy, center.z+occlusion_radius)).z; float occlusion_sum = 0.0; float count = 0.0; for(int i=0; i=min_depth) { if(sample