#version 330 core out vec4 fragColor; in vec2 uv; uniform sampler2D normal; uniform sampler2D depthStencil; uniform sampler2D ssaoNoise; uniform int ssaoSamples; layout (std140) uniform Globals { mat4 projView; mat4 proj; mat4 invProj; mat4 view; uvec2 viewportSize; vec4 ssaoKernels[64]; float globalTime; float dayTime; float gamma; }; const vec2 noiseScale = vec2(4.0f, 4.0f); 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 = RecoverViewWorldPos(uv, texture(depthStencil, uv).r); vec2 noiseUv = uv * viewportSize / noiseScale; vec3 randomVec = texture(ssaoNoise, noiseUv).xyz; vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); vec3 bitangent = cross(normal, tangent); mat3 TBN = mat3(tangent, bitangent, normal); float occlusion = 0.0; int samples = min(kernelSize, ssaoSamples); for(int i = 0; i < samples; i++) { vec3 samplePos = TBN * ssaoKernels[i].xyz; samplePos = fragPos + samplePos * radius; vec4 offset = vec4(samplePos, 1.0); offset = proj * offset; offset.xyz /= offset.w; offset.xyz = offset.xyz * 0.5 + 0.5; 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; } occlusion = 1.0f - (occlusion / samples); fragColor = vec4(vec3(occlusion), 1.0f); }