]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/ambientocclusion_occlude.glsl
Move postprocessor shaders to the builtin shaderlib
[libs/gl.git] / shaderlib / ambientocclusion_occlude.glsl
diff --git a/shaderlib/ambientocclusion_occlude.glsl b/shaderlib/ambientocclusion_occlude.glsl
new file mode 100644 (file)
index 0000000..f9b755c
--- /dev/null
@@ -0,0 +1,23 @@
+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);
+}