ssao.fs
#version 330
out float FragColor;
in vec2 TexCoord;
uniform sampler2D gPosition;
uniform sampler2D gNormalAndShadow;
uniform sampler2D texNoise;
uniform vec3 samples[64];
uniform mat4 projection;
uniform float model_scale;
int kernelSize = 64;
float radius = 0.5;
float bias = 0.005;
void main()
{
vec3 fragPos = texture(gPosition, TexCoord).xyz;
vec3 normal = normalize(texture(gNormalAndShadow, TexCoord).rgb);
vec2 noiseScale = textureSize(gPosition, 0)/4.0;
vec3 randomVec = normalize(texture(texNoise, TexCoord * noiseScale).xyz);
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
radius = radius * model_scale;
float occlusion = 0.0;
for(int i = 0; i < kernelSize; ++i)
{
vec3 sample = TBN * samples[i];
sample = fragPos + sample * radius;
vec4 offset = vec4(sample, 1.0);
offset = projection * offset;
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5 + 0.5;
float sampleDepth = texture(gPosition, offset.xy).z;
// range check & accumulate
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= sample.z + bias ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / kernelSize);
float power = 1.0;
FragColor = pow(occlusion, power);
}