--- /dev/null
+import postprocess;
+import ambientocclusion;
+
+////// fragment
+void main()
+{
+ mat2 transform = mat2(texture(rotate, texcoord*screen_size/4.0)*2.0-1.0)
+ *mat2(screen_size.y/screen_size.x, 0.0, 0.0, 1.0)*3.0/screen_size.y;
+ float sample = depth_ratio.x/(texture(depth, texcoord).r-depth_ratio.y);
+ float sum = 0.0;
+ for(int i=0; i<=3; ++i)
+ for(int j=0; j<=3; ++j)
+ {
+ vec2 offs = transform*vec2(float(i)-1.5, float(j)-1.5);
+ 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 += atan(dz/dxy)/1.570796;
+ else if(dz<0.0)
+ sum -= 0.8;
+ }
+ frag_color = vec4(min(1.0-sum*darkness/16.0, 1.0), 0.0, 0.0, 1.0);
+}