#version 120 varying vec2 oUv0; uniform sampler2D sMRT1; // fragment normals uniform sampler2D sMRT2; // view space position, remember that we are looking down the negative Z axis!!! uniform sampler2D sRand; uniform vec4 cViewportSize; // (viewport_width, viewport_height, inverse_viewport_width, inverse_viewport_height) uniform float cFov; // vertical field of view in radians uniform float cSampleInScreenspace; // whether to sample in screen or world space uniform float cSampleLengthScreenSpace; // The sample length in screen space [0, 1] uniform float cSampleLengthWorldSpace; // the sample length in world space in units void main() { const int interleaved = 4; const int m = 8; const int n = 4; const int numSamples = m * n; vec2 interleaveOffset = oUv0 * cViewportSize.xy / interleaved; vec3 fragmentPosition = texture2D(sMRT2, oUv0).xyz; // the current fragment in view space vec3 fragmentNormal = texture2D(sMRT1, oUv0).xyz * vec3(1, -1, 1); // the fragment normal float rUV = 0; // radius of influence in screen space float r = 0; // radius of influence in world space if (cSampleInScreenspace == 1) { rUV = cSampleLengthScreenSpace; r = tan(rUV * cFov) * -fragmentPosition.z; } else { rUV = atan(cSampleLengthWorldSpace / -fragmentPosition.z) / cFov; // the radius of influence projected into screen space r = cSampleLengthWorldSpace; } if (rUV < (cViewportSize.z)) // abort if the projected radius of influence is smaller than 1 fragment { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); return; } float r2 = r/2; float rUV2 = rUV /2; vec3 center = fragmentPosition + fragmentNormal * (r2); vec2 centerUV = oUv0 + (fragmentNormal * (rUV2)).xy; float F = 0; // unoccluded Volume float V = 0; // occluded Volume float invalid = 0; for (float i = 0.0f; i < m; i++) for (float j = 0.0f; j < n; j++) { vec2 randomTC = interleaveOffset + vec2(i/(interleaved * m), j/(interleaved * n)); vec2 randomVector = (texture2D(sRand, randomTC) * 2 - 1).xy; // unpack to [-1, 1]^2 vec2 sample = randomVector * (r2); vec2 sampleUV = randomVector * (rUV2); float zEntry = center.z + (r2) * sqrt(1 - sample.x * sample.x - sample.y * sample.y); float zExit = center.z - (r2) * sqrt(1 - sample.x * sample.x - sample.y * sample.y); float zStar = texture2D(sMRT2, centerUV + sampleUV).z; F += zExit - zEntry; if (zExit <= zStar && zStar <= zEntry) V += zStar - zEntry; else //if (zStar < zExit) V += zExit - zEntry; } float accessibility = V / F; gl_FragColor = vec4(accessibility, accessibility, accessibility, 1.0); }