--- /dev/null
+import postprocess;
+import ambientocclusion;
+
+////// fragment
+void main()
+{
+ float sample = depth_ratio.x/(texture(depth, texcoord).r-depth_ratio.y);
+ float sum = 1.0;
+ float count = 1.0;
+ for(int i=0; i<=3; ++i)
+ for(int j=0; j<=3; ++j)
+ {
+ vec2 offs = vec2(float(i)-1.5, float(j)-1.5)/screen_size;
+ float dxy = length(offs)*-sample;
+ float dz = depth_ratio.x/(texture(depth, texcoord+offs).r-depth_ratio.y)-sample;
+ if(abs(dz)<3.0*dxy)
+ {
+ sum += texture(occlusion, texcoord+offs).r;
+ count += 1.0;
+ }
+ }
+ frag_color = texture(source, texcoord)*sum/count;
+}