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#version 330 core
in vec2 vUV;
out float FragColor;
uniform sampler2D gDepth;
uniform sampler2D gNormal;
uniform sampler2D texNoise;
uniform vec3 samples[64];
uniform mat4 proj;
uniform mat4 invProj;
uniform float radius;
uniform float bias;
uniform float noiseScale;
uniform int kernelSize;
uniform float power;
vec3 getViewPos(vec2 uv)
{
float depth = texture(gDepth, uv).r;
if (depth == 1.0) return vec3(0.0);
float z = depth * 2.0 - 1.0;
vec4 clip = vec4(uv * 2.0 - 1.0, z, 1.0);
vec4 viewPos = invProj * clip;
viewPos /= viewPos.w;
return viewPos.xyz;
}
void main()
{
vec3 fragPos = getViewPos(vUV);
if (fragPos == vec3(0.0))
{
FragColor = 1.0;
return;
}
vec3 normal = texture(gNormal, vUV).rgb;
normal = normalize(normal * 2.0 - 1.0);
vec3 randomVec = normalize(texture(texNoise, vUV * noiseScale).xyz * 2.0 - 1.0);
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 sample = TBN * samples[i];
sample = fragPos + sample * radius;
vec4 offset = proj * vec4(sample, 1.0);
offset.xyz /= offset.w;
vec2 sampleUV = offset.xy * 0.5 + 0.5;
if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0)
continue;
vec3 samplePos = getViewPos(sampleUV);
if (samplePos == vec3(0.0))
continue;
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - samplePos.z));
float diff = samplePos.z - sample.z;
if (diff > bias)
occlusion += rangeCheck;
}
occlusion = 1.0 - (occlusion / float(kernelSize));
occlusion = pow(occlusion, power);
FragColor = occlusion;
}
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