uniform vec3 u_ssaoSamples[64]; int kernelSize = 32; float radius = 0.25; float bias = 0.025; vec4 effect() { vec2 noiseScale = u_screenSize / 4.0; vec3 position = texture(u_position, v_uv).xyz; vec3 color = texture(u_screen, v_uv).rgb; 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 = 1.0; if (u_enableShadows) { occlusion = 0.0; for (int i = 0; i < kernelSize; i++) { vec3 samplePos = tbn * u_ssaoSamples[i]; samplePos = position + samplePos * 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, radius / abs(position.z - sampleDepth)); occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck; } occlusion = 1.1 - (occlusion / kernelSize); } return vec4(color * occlusion, 1.0); }