#version 330 #define SSAO_SAMPLE_COUNT 32 const float radius = 0.5, bias = 0; uniform vec3 viewPos; uniform mat4 view, projection; uniform float time; // current time in seconds, for extra noise uniform sampler2D rand; uniform vec2 randSize; // in pixels // SSAO samples (normalized, in tangent space) layout (std140) uniform uboSamples { vec3 samples[SSAO_SAMPLE_COUNT]; }; // G-Buffers uniform sampler2D gPos; uniform sampler2D gNorm; // Fragment information from G-Buffers vec3 fragPos; // World position vec3 fragNormal; // World normal float fragDepthView; in vec2 fragPosScreen; layout (location = 0) out float outputColor; // A random number generator from the web. // https://stackoverflow.com/questions/12964279/whats-the-origin-of-this-glsl-rand-one-liner float whatever(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void loadGBuffer() { vec4 fragGNormal = texture(gNorm, fragPosScreen); fragNormal = fragGNormal.xyz; if (fragNormal == vec3(0.0f, 0.0f, 0.0f)) discard; vec4 fragGPos = texture(gPos, fragPosScreen); fragPos = fragGPos.xyz + viewPos; fragDepthView = fragGPos.w; gl_FragDepth = fragGPos.w * 0.5 + 0.5; } void main() { loadGBuffer(); vec4 randval = texture(rand, gl_FragCoord.xy / randSize); vec3 tangent = normalize(randval.xyz - fragNormal*dot(randval.xyz, fragNormal)); vec3 bitangent = cross(fragNormal, tangent); mat3 TBN = mat3(tangent, bitangent, fragNormal); float occlusion = 0; for (int i = 0; i < SSAO_SAMPLE_COUNT; i++) { vec3 samplePos = TBN * samples[i]; samplePos = fragPos + samplePos * radius; vec4 viewpos = view * vec4(samplePos, 1.0); vec4 ndcpos = projection * viewpos; ndcpos.xyz /= ndcpos.w; float sampleDepth = texture(gPos, ndcpos.xy*0.5 + 0.5).w; float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragDepthView - sampleDepth)); occlusion += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck; } outputColor = 1.0 - (occlusion / SSAO_SAMPLE_COUNT); }