uniform sampler2D depths; uniform sampler2D wc_normals; uniform sampler2D random_texture; uniform vec3 wc_camera_eye_position; uniform floatz_far; uniform vec2 tc_window; uniform mat4 projection_matrix; uniform mat4 view_projection_matrix; uniform mat4 inverse_view_projection_matrix; struct vertex_data { vec3 wc_camera_ray_direction; }; noperspective in vertex_data vertex; out vec4 ambient_occlusion; float tc_depth(in vec2 tc) { return texture(depths, tc).x; } float ec_depth(in vec2 tc) { float buffer_z = texture(depths, tc).x; return projection_matrix[3][2] / (−2.0 ∗ buffer_z + 1.0 − projection_matrix[2][2]); } void main() { vec2 tc_depths = gl_FragCoord.xy / tc_window; vec3 wc_normal = texture(wc_normals, tc_depths).xyz; floatn dc_linear_depth= −ec_depth(tc_depths) / z_far; vec3 wc_position = wc_camera_eye_position + vertex.wc_camera_ray_direction ∗ ndc_linear_depth; ambient_occlusion.a = 0.0; const int base_samples = 0; const int min_samples = 64; const float radius = 10.0; const float projection_factor = 0.75; const float bias = 1.0; const float sigma = 2.0; const float epsilon = 0.00001; int samples = max(int(base_samples / ( 1.0 + base_samples ∗ ndc_linear_depth)), min_samples); mat4 inverse_view_projection_matrix = inverse(view_projection_matrix); float projected_radius = radius ∗ projection_factor / −ec_depth (tc_depths); vec2 inverted_random_texture_size = 1.0 / vec2(textureSize(random_texture, 0)); vec2 tc_random_texture = gl_FragCoord.xy ∗ inverted_random_texture_size; vec3 random_direction = texture(random_texture, tc_random_texture).xyz; random_direction = normalize(random_direction ∗ 2.0 − 1.0); for(int i = 0; i < samples; ++i) { vec2 sample_random_direction = texture(random_texture, vec2(float(i) ∗ inverted_random_texture_size.x, float(i / textureSize(random_texture, 0).x) ∗ inverted_random_texture_size.y)).xy; sample_random_direction = sample_random_direction ∗ 2.0 − 1.0; vec3 tc_sample; tc_sample.xy = tc_depths + sample_random_direction ∗ projected_radius; tc_sample.z = tc_depth(tc_sample.xy); vec3 ndc_sample = tc_sample ∗ 2.0 − 1.0; vec4 temporary = inverse_view_projection_matrix ∗ vec4(ndc_sample, 1.0); vec3 wc_sample = temporary.xyz / temporary.w; vec3 v = wc_sample − wc_position; ambient_occlusion.a += max(0.0, dot(v, wc_normal) − bias) / ( dot(v, v) + epsilon); } ambient_occlusion.a = max(0.0, 1.0 − 2.0 ∗ sigma / float(samples) ∗ ambient_occlusion.a); }
https://gist.github.com/gordonnl/0a604ae7c515978d2e6d
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