#version 120 // // ambient_occlusion.frag // fragment shader // // Created by Andrzej Kapolka on 7/5/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // the depth texture uniform sampler2D depthTexture; // the distance to the near clip plane uniform float near; // the distance to the far clip plane uniform float far; // the left and bottom edges of the view window uniform vec2 leftBottom; // the right and top edges of the view window uniform vec2 rightTop; // given a texture coordinate, returns the 3D view space coordinate vec3 texCoordToViewSpace(vec2 texCoord) { float z = (far * near) / (texture2D(depthTexture, texCoord).r * (far - near) - far); return vec3(((texCoord * 2.0 - vec2(1.0, 1.0)) * (rightTop - leftBottom) + rightTop + leftBottom) * z / (-2.0 * near), z); } void main(void) { float depth = texture2D(depthTexture, gl_TexCoord[0].st).r; gl_FragColor = vec4(depth, depth, depth, 1.0); }