51 lines
1.6 KiB
GLSL
51 lines
1.6 KiB
GLSL
uniform vec3 samples[64];
|
|
|
|
int kernelSize = 32;
|
|
float radius = 0.25;
|
|
float bias = 0.025;
|
|
|
|
float near_plane = 0.5f;
|
|
float far_plane = 200.0f;
|
|
|
|
// required when using a perspective projection matrix
|
|
float linearize_depth(float depth) {
|
|
float z = depth * 2.0 - 1.0; // Back to NDC
|
|
return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane));
|
|
}
|
|
|
|
float fmod(float x, float y) {
|
|
return x - y * floor(x/y);
|
|
}
|
|
|
|
vec4 effect() {
|
|
vec2 noiseScale = u_screenSize / 4.0;
|
|
|
|
vec3 position = texture(u_position, v_uv).xyz;
|
|
vec3 color = texture(u_screen, v_uv).rgb;
|
|
vec3 normal = texture(u_normal, v_uv).xyz;
|
|
vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz);
|
|
|
|
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
|
|
vec3 bitangent = cross(normal, tangent);
|
|
mat3 TBN = mat3(tangent, bitangent, normal);
|
|
|
|
float occlusion = 0.0;
|
|
for(int i = 0; i < kernelSize; ++i)
|
|
{
|
|
vec3 samplePos = TBN * samples[i];
|
|
samplePos = position + samplePos * radius;
|
|
|
|
vec4 offset = vec4(samplePos, 1.0);
|
|
offset = u_projection * offset;
|
|
offset.xyz /= offset.w;
|
|
offset.xyz = offset.xyz * 0.5 + 0.5;
|
|
|
|
float sampleDepth = texture(u_position, offset.xy).z;
|
|
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(position.z - sampleDepth));
|
|
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
|
|
}
|
|
occlusion = 1.1 - (occlusion / kernelSize);
|
|
float d = texture(u_shadows, v_uv).r;
|
|
return vec4(color * occlusion, 1.0);
|
|
}
|