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/**
* @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;
}
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