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-rw-r--r--cwd/assets/altcraft/shaders/frag/ssao.fs12
1 files changed, 9 insertions, 3 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs
index 4ed93fd..662852f 100644
--- a/cwd/assets/altcraft/shaders/frag/ssao.fs
+++ b/cwd/assets/altcraft/shaders/frag/ssao.fs
@@ -5,7 +5,7 @@ out vec4 fragColor;
in vec2 uv;
uniform sampler2D normal;
-uniform sampler2D worldPos;
+uniform sampler2D depthStencil;
uniform sampler2D ssaoNoise;
uniform int ssaoSamples;
@@ -13,6 +13,7 @@ uniform int ssaoSamples;
layout (std140) uniform Globals {
mat4 projView;
mat4 proj;
+ mat4 invProj;
mat4 view;
uvec2 viewportSize;
vec4 ssaoKernels[64];
@@ -26,9 +27,14 @@ const int kernelSize = 64;
const float radius = 0.5f;
const float bias = 0.025f;
+vec3 RecoverViewWorldPos(vec2 screenPos, float depth) {
+ vec4 viewPos = invProj * vec4(screenPos * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
+ return viewPos.xyz / viewPos.w;
+}
+
void main() {
vec3 normal = texture(normal, uv).xyz;
- vec3 fragPos = texture(worldPos, uv).xyz;
+ vec3 fragPos = RecoverViewWorldPos(uv, texture(depthStencil, uv).r);
vec2 noiseUv = uv * viewportSize / noiseScale;
vec3 randomVec = texture(ssaoNoise, noiseUv).xyz;
@@ -49,7 +55,7 @@ void main() {
offset.xyz /= offset.w;
offset.xyz = offset.xyz * 0.5 + 0.5;
- float sampleDepth = texture(worldPos, offset.xy).z;
+ float sampleDepth = RecoverViewWorldPos(offset.xy, texture(depthStencil, offset.xy).r).z;
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
}