/** * @file sunLightSSAOF.glsl * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable /*[EXTRA_CODE_HERE]*/ #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; #else #define frag_color gl_FragColor #endif //class 1 -- no shadow, SSAO only uniform sampler2DRect normalMap; // Inputs VARYING vec2 vary_fragcoord; vec3 decode_normal (vec2 enc); vec4 getPosition(vec2 pos_screen); //calculate decreases in ambient lighting when crowded out (SSAO) float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen); void main() { vec2 pos_screen = vary_fragcoord.xy; //try doing an unproject here vec4 pos = getPosition(pos_screen); vec3 norm = decode_normal(texture2DRect(normalMap, pos_screen).xy); frag_color[0] = 1.0; frag_color[1] = calcAmbientOcclusion(pos, norm, pos_screen); frag_color[2] = 1.0; frag_color[3] = 1.0; }