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Load various built-in things through Resources
[libs/gl.git] / builtin_data / _ambientocclusion_combine.glsl
diff --git a/builtin_data/_ambientocclusion_combine.glsl b/builtin_data/_ambientocclusion_combine.glsl
new file mode 100644 (file)
index 0000000..616bada
--- /dev/null
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+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);
+}