#version 330 core #pragma optionNV (unroll all) out float fragColor; in vec2 texCoord; uniform sampler2D gbuffer0_tex; uniform sampler2D depth_tex; uniform mat4 fg_ProjectionMatrix; const float RADIUS = 0.04; const float BIAS = 0.05; const float SCALE = 3.0; const float MAX_DISTANCE = 0.08; const float INTENSITY = 1.5; const vec2 kernel[4] = vec2[]( vec2( 0.0, 1.0), // top vec2( 1.0, 0.0), // right vec2( 0.0, -1.0), // bottom vec2(-1.0, 0.0)); // left vec3 decodeNormal(vec2 f); vec3 positionFromDepth(vec2 pos, float depth); float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } float sampleAO(vec3 fragPos, vec3 normal, vec2 coords) { float sampleDepth = texture(depth_tex, coords).r; vec3 samplePoint = positionFromDepth(coords, sampleDepth); vec3 diff = samplePoint - fragPos; float l = length(diff); vec3 v = diff / l; float d = l * SCALE; float ao = max(0.0, dot(normal, v) - BIAS) * (1.0 / (1.0 + d)); ao *= smoothstep(MAX_DISTANCE, MAX_DISTANCE * 0.5, l); return ao; } void main() { vec4 gbuffer0 = texture(gbuffer0_tex, texCoord); float depth = texture(depth_tex, texCoord).r; vec3 normal = decodeNormal(gbuffer0.rg); vec3 fragPos = positionFromDepth(texCoord, depth); vec2 randomVec = normalize(vec2(rand(texCoord) * 2.0 - 1.0, rand(texCoord+1.0) * 2.0 - 1.0)); const float sin45 = 0.707107; float occlusion = 0.0; for (int i = 0; i < 4; ++i) { vec2 k1 = reflect(kernel[i], randomVec) * RADIUS; vec2 k2 = vec2(k1.x * sin45 - k1.y * sin45, k1.x * sin45 + k1.y * sin45); occlusion += sampleAO(fragPos, normal, texCoord + k1); occlusion += sampleAO(fragPos, normal, texCoord + k2 * 0.75); occlusion += sampleAO(fragPos, normal, texCoord + k1 * 0.5); occlusion += sampleAO(fragPos, normal, texCoord + k2 * 0.25); } occlusion /= 16.0; fragColor = clamp(1.0 - occlusion * INTENSITY, 0.0, 1.0); }