stk-code_catmod/data/shaders/ssao.frag

60 lines
1.7 KiB
GLSL
Raw Normal View History

#version 120
uniform sampler2D normals_and_depth;
uniform sampler2D depth;
uniform mat4 invprojm;
uniform mat4 projm;
uniform vec4 samplePoints[16];
const float strengh = 1.;
const float radius = 0.1f;
const float threshold = 0.1;
#define SAMPLES 16
const float invSamples = strengh / SAMPLES;
float decdepth(vec4 rgba) {
return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
}
void main(void)
{
// A set of Random(tm) vec2's. 8 1s, 6 0.7s, 2 0.4
// Again not using const because of broken Intel Windows drivers
vec2 uv = gl_TexCoord[0].xy;
vec4 cur = texture2D(normals_and_depth, uv);
float curdepth = decdepth(vec4(texture2D(depth, uv).xyz, 0.0));
vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
FragPos /= FragPos.w;
// get the normal of current fragment
vec3 norm = normalize(cur.xyz * vec3(2.0) - vec3(1.0));
if (curdepth > 0.99) discard;
vec3 tangent = normalize(cross(norm, norm.yzx));
vec3 bitangent = cross(norm, tangent);
float bl = 0.0;
for(int i = 0; i < SAMPLES; ++i) {
vec3 sampleDir = samplePoints[i].x * tangent + samplePoints[i].y * bitangent + samplePoints[i].z * norm;
vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
vec4 sampleProj = projm * samplePos;
sampleProj /= sampleProj.w;
// get the depth of the occluder fragment
float occluderFragmentDepth = decdepth(vec4(texture2D(depth, (sampleProj.xy * 0.5) + 0.5).xyz, 0.0));
float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0);
bl += (abs(depthDifference) < threshold) ? step(0., depthDifference) : 0.0;
}
// output the result
float ao = 1.0 - bl * invSamples;
gl_FragColor = vec4(vec3(ao), curdepth + 0.05); // offset so that the alpha test doesn't kill us
}