#param vec3 u_ssaoSamples[64] #param int u_kernelSize = 16 #param float u_radius = 0.4 #param float u_bias = 0.006 vec4 effect() { vec2 noiseScale = u_screenSize / 4.0; vec3 position = texture(u_position, v_uv).xyz; vec3 normal = texture(u_normal, v_uv).xyz; vec3 randomVec = normalize(texture(u_noise, v_uv * noiseScale).xyz); vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal)); vec3 bitangent = cross(normal, tangent); mat3 tbn = mat3(tangent, bitangent, normal); float occlusion = 0.0; for (int i = 0; i < u_kernelSize; i++) { vec3 samplePos = tbn * u_ssaoSamples[i]; samplePos = position + samplePos * u_radius; vec4 offset = vec4(samplePos, 1.0); offset = u_projection * offset; offset.xyz /= offset.w; offset.xyz = offset.xyz * 0.5 + 0.5; float sampleDepth = texture(u_position, offset.xy).z; float rangeCheck = smoothstep(0.0, 1.0, u_radius / abs(position.z - sampleDepth)); occlusion += (sampleDepth >= samplePos.z + u_bias ? 1.0 : 0.0) * rangeCheck; } occlusion = min(1.0, 1.05 - (occlusion / u_kernelSize)); occlusion = max(occlusion, texture(u_emission, v_uv).r); float z = -position.z * 0.01; z = max(0.0, 1.0 - z); return vec4(mix(1.0, occlusion, z), 0.0, 0.0, 1.0); }