#version 120 #extension GL_EXT_gpu_shader4 : enable uniform sampler2D normal_tex; uniform sampler2D depth_tex; uniform sampler2D spec_emis_tex; uniform sampler3D noise_tex; uniform vec2 fg_BufferSize; uniform vec3 fg_Planes; uniform vec4 fg_du; uniform vec4 fg_dv; uniform float g_scale; uniform float g_bias; uniform float g_intensity; uniform float g_sample_rad; uniform float random_size; uniform unsigned int osg_FrameNumber; varying vec4 ray; const vec2 v[4] = vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0)); vec3 position( vec3 viewDir, vec2 coords, sampler2D depth_tex ); vec3 normal_decode(vec2 enc); vec2 getRandom( in vec2 uv ) { unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 64U); return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 64.0) ).xy * 0.14 - 0.07 ); } vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) { vec2 duv = uv - uv0; vec4 ray = ray0 + fg_du * duv.x + fg_dv * duv.y; vec3 viewDir = normalize( ray.xyz ); return position(viewDir, uv, depth_tex); } float doAmbientOcclusion(in vec2 tcoord, in vec2 uv, in vec3 p, in vec3 cnorm, in vec4 ray) { vec3 diff = getPosition(tcoord+uv,tcoord,ray)-p; float d = length(diff); vec3 v = diff / d; d *= g_scale; return max(0.0, dot( cnorm,v ) - g_bias) * (1.0/(1.0+d)) * g_intensity; } void main() { vec2 coords = gl_TexCoord[0].xy; float initialized = texture2D( spec_emis_tex, coords ).a; if ( initialized < 0.1 ) discard; vec3 normal = normal_decode(texture2D( normal_tex, coords ).rg); vec3 viewDir = normalize(ray.xyz); vec3 pos = position(viewDir, coords, depth_tex); vec2 rand = getRandom(coords); float ao = 0.0; float rad = g_sample_rad; int iterations = 4; for (int j = 0; j < 1; ++j ) { vec2 coord1 = reflect( v[j], rand ) * rad; vec2 coord2 = vec2( coord1.x*0.707 - coord1.y*0.707, coord1.x*0.707 + coord1.y*0.707 ); ao += doAmbientOcclusion(coords,coord1*0.25,pos,normal,ray); ao += doAmbientOcclusion(coords,coord2*0.5,pos,normal,ray); ao += doAmbientOcclusion(coords,coord1*0.75,pos,normal,ray); ao += doAmbientOcclusion(coords,coord2,pos,normal,ray); } ao /= 16.0; gl_FragColor = vec4( vec3(1.0 - ao), 1.0 ); }