uniform vec3 samples[64]; int kernelSize = 32; float radius = 0.25; float bias = 0.025; float near_plane = 0.5f; float far_plane = 200.0f; // required when using a perspective projection matrix float linearize_depth(float depth) { float z = depth * 2.0 - 1.0; // Back to NDC return (2.0 * near_plane * far_plane) / (far_plane + near_plane - z * (far_plane - near_plane)); } float fmod(float x, float y) { return x - y * floor(x/y); } 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 = 0.0; for(int i = 0; i < kernelSize; ++i) { vec3 samplePos = TBN * samples[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); float d = texture(u_shadows, v_uv).r; return vec4(color * occlusion, 1.0); }