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Author: Ecumene (posted 2017-09-30 02:57:34, viewed 57 times)

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uniform PRECISION sampler2D u_texture0;   // scene
uniform PRECISION sampler2D u_texture1;   // normalmap
uniform PRECISION sampler2D u_texture2;   // depthmap
uniform PRECISION sampler2D u_texture3;   // randommap

#define KERNEL_SIZE 32
#define CAP_MIN_DISTANCE 0.0001
#define CAP_MAX_DISTANCE 0.0005

uniform float u_radius;
uniform vec2 u_rotationNoiseScale;
uniform vec3 u_kernel[KERNEL_SIZE];
uniform mat4 u_inverseProjectionMatrix;
uniform mat4 u_projectionMatrix;

varying vec2 v_texCoords;

vec4 getViewPos(vec2 texCoord)
{
   float x = texCoord.s * 2.0 - 1.0;
   float y = texCoord.t * 2.0 - 1.0;
   float z = texture(u_texture2, texCoord).r * 2.0 - 1.0;
   vec4 posProj = vec4(x, y, z, 1.0);
   vec4 posView = u_inverseProjectionMatrix * posProj;
   posView /= posView.w;
   return posView;
}

void main()
{
    float occlusion = 0.0;
    if(texture(u_texture2, v_texCoords).r != 1.0){
        vec4 posView = getViewPos(v_texCoords);
        vec3 normalView = normalize(texture(u_texture1, v_texCoords).xyz * 2.0 - 1.0);
        vec3 randomVector = normalize(texture(u_texture3, v_texCoords * u_rotationNoiseScale).xyz * 2.0 - 1.0);
        vec3 tangentView = normalize(randomVector - dot(randomVector, normalView) * normalView);
        vec3 bitangentView = cross(normalView, tangentView);
        mat3 kernelMatrix = mat3(tangentView, bitangentView, normalView);
        for (int i = 0; i < KERNEL_SIZE; i++)
        {
            vec3 sampleVectorView = kernelMatrix * u_kernel[i];
            vec4 samplePointView = posView + u_radius * vec4(sampleVectorView, 0.0);
            vec4 samplePointNDC = u_projectionMatrix * samplePointView;
            samplePointNDC /= samplePointNDC.w;
            vec2 samplePointTexCoord = samplePointNDC.xy * 0.5 + 0.5;
            float zSceneNDC = (texture(u_texture2, samplePointTexCoord).r) * 2.0 - 1.0;
            float delta = samplePointNDC.z - zSceneNDC;
            if (delta > CAP_MIN_DISTANCE && delta < CAP_MAX_DISTANCE)
            {
                occlusion += 1.0;
            }
        }
        occlusion = 1.0 - occlusion / (float(KERNEL_SIZE) - 1.0);
    } else occlusion = 1.0;

    gl_FragColor = vec4(occlusion, occlusion, occlusion, 1.0);
}





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