#version 120 uniform sampler2D normals_and_depth; uniform mat4 invprojm; uniform mat4 projm; uniform vec4 samplePoints[16]; const float strengh = 4.; const float radius = .1f; #define SAMPLES 16 const float invSamples = strengh / SAMPLES; 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 = texture2D(normals_and_depth, uv).a; 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)); // Workaround for nvidia and skyboxes float len = dot(vec3(1.0), abs(cur.xyz)); if (len < 0.2 || curdepth > 0.999) 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 = texture2D(normals_and_depth, (sampleProj.xy * 0.5) + 0.5).a; // Position of the occluder fragment in worldSpace vec4 occluderPos = invprojm * vec4(sampleProj.xy, 2.0 * occluderFragmentDepth - 1.0, 1.0f); occluderPos /= occluderPos.w; float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0); bl += (distance(occluderPos, FragPos) < radius) ? 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 }