overte-Armored-Dragon/interface/resources/shaders/ambient_occlusion.frag
2013-07-14 18:21:18 -07:00

35 lines
957 B
GLSL

#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);
}