c6fd5cde1c
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14739 178a84e3-b1eb-0310-8ba1-8eac791a3b58
60 lines
1.7 KiB
GLSL
60 lines
1.7 KiB
GLSL
#version 120
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uniform sampler2D normals_and_depth;
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uniform sampler2D depth;
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uniform mat4 invprojm;
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uniform mat4 projm;
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uniform vec4 samplePoints[16];
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const float strengh = 1.;
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const float radius = 0.1f;
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const float threshold = 0.1;
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#define SAMPLES 16
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const float invSamples = strengh / SAMPLES;
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float decdepth(vec4 rgba) {
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return dot(rgba, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/16581375.0));
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}
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void main(void)
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{
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// A set of Random(tm) vec2's. 8 1s, 6 0.7s, 2 0.4
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// Again not using const because of broken Intel Windows drivers
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vec2 uv = gl_TexCoord[0].xy;
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vec4 cur = texture2D(normals_and_depth, uv);
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float curdepth = decdepth(vec4(texture2D(depth, uv).xyz, 0.0));
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vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
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FragPos /= FragPos.w;
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// get the normal of current fragment
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vec3 norm = normalize(cur.xyz * vec3(2.0) - vec3(1.0));
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if (curdepth > 0.99) discard;
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vec3 tangent = normalize(cross(norm, norm.yzx));
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vec3 bitangent = cross(norm, tangent);
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float bl = 0.0;
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for(int i = 0; i < SAMPLES; ++i) {
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vec3 sampleDir = samplePoints[i].x * tangent + samplePoints[i].y * bitangent + samplePoints[i].z * norm;
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vec4 samplePos = FragPos + radius * vec4(sampleDir, 0.0);
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vec4 sampleProj = projm * samplePos;
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sampleProj /= sampleProj.w;
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// get the depth of the occluder fragment
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float occluderFragmentDepth = decdepth(vec4(texture2D(depth, (sampleProj.xy * 0.5) + 0.5).xyz, 0.0));
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float depthDifference = sampleProj.z - (2. * occluderFragmentDepth - 1.0);
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bl += (abs(depthDifference) < threshold) ? step(0., depthDifference) : 0.0;
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}
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// output the result
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float ao = 1.0 - bl * invSamples;
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gl_FragColor = vec4(vec3(ao), curdepth + 0.05); // offset so that the alpha test doesn't kill us
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}
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