#pragma language glsl4 uniform sampler2D g_color_sampler; uniform sampler2D g_position_sampler; uniform sampler2D g_normal_sampler; uniform sampler2D noise_sampler; uniform mat4 projection; uniform vec3 sample_kernel[64]; const vec2 noise_scale = vec2(1024.0 / 4.0, 1024 / 4.0); uniform float bias; uniform float radius; uniform float occlusion_exponent; uniform float occlusion_offset; const int samples = 64; varying vec4 PixelTexture; out vec4 out_color; layout (std430) readonly buffer SSAOKernelLayout { vec4 SSAOKernel[]; }; void pixelmain() { vec3 color = texture(g_color_sampler, PixelTexture.xy).xyz; vec3 position = texture(g_position_sampler, PixelTexture.xy).xyz; vec3 normal = normalize(texture(g_normal_sampler, PixelTexture.xy).xyz); vec3 noise = normalize(vec3(texture(noise_sampler, PixelTexture.xy * noise_scale).xy, 0)); vec3 tangent = normalize(noise - normal * dot(noise, normal)); vec3 bitangent = cross(normal, tangent); mat3 TBN = mat3(tangent, bitangent, normal); float occlusion = 0.0; for (int i = 0; i < samples; i++) { vec3 sample_position = TBN * SSAOKernel[i].xyz; //vec3 sample_position = SSAOKernel[i].xyz; sample_position = sample_position * radius + position; vec4 offset = vec4(sample_position, 1.0); offset = projection * offset; offset.xyz = offset.xyz / offset.w; vec2 sample_depth_coord = offset.xy * vec2(0.5, -0.5) + 0.5; float sample_depth = texture(g_position_sampler, sample_depth_coord).z; float range_check = smoothstep(0.0, 1.0, radius / abs(position.z - sample_depth)); occlusion += (sample_depth >= sample_position.z + bias ? 1.0 : 0.0) * range_check; } occlusion = 1.0 - (occlusion / samples); occlusion = pow(occlusion, occlusion_exponent) + occlusion_offset; out_color = vec4(color * occlusion, 1.0); }