-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);
-}