#version 130 uniform sampler2D normals_and_depth; uniform sampler2D noise_texture; uniform mat4 invprojm; uniform mat4 projm; uniform vec4 samplePoints[16]; in vec2 uv; out vec4 FragColor; const float strengh = 4.; const float radius = .4f; #define SAMPLES 16 const float invSamples = strengh / SAMPLES; float rand(vec2 co) { return texture(noise_texture, co).x; } void main(void) { vec4 cur = texture(normals_and_depth, uv); float curdepth = texture(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; // Make a tangent as random as possible vec3 randvect; randvect.x = rand(uv); randvect.y = rand(vec2(randvect.x, FragPos.z)); randvect.z = rand(randvect.xy); vec3 tangent = normalize(cross(norm, randvect)); 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; sampleDir *= samplePoints[i].w; vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0); vec4 sampleProj = projm * samplePos; sampleProj /= sampleProj.w; bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.); // get the depth of the occluder fragment float occluderFragmentDepth = texture(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; bool isOccluded = isInsideTexture && (sampleProj.z > (2. * occluderFragmentDepth - 1.0)) && (distance(FragPos, occluderPos) < radius); bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) : 0.; } // output the result float ao = 1.0 - bl * invSamples; FragColor = vec4(ao); }