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Merge pull request #202 from NicholasBlaskey/master
Renamed sample -> samplePos because sample is a keyword in future glsl versions
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@@ -34,11 +34,11 @@ void main()
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for(int i = 0; i < kernelSize; ++i)
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{
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// get sample position
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vec3 sample = TBN * samples[i]; // from tangent to view-space
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sample = fragPos + sample * radius;
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vec3 samplePos = TBN * samples[i]; // from tangent to view-space
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samplePos = fragPos + samplePos * radius;
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// project sample position (to sample texture) (to get position on screen/texture)
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vec4 offset = vec4(sample, 1.0);
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vec4 offset = vec4(samplePos, 1.0);
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offset = projection * offset; // from view to clip-space
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offset.xyz /= offset.w; // perspective divide
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offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
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@@ -48,9 +48,9 @@ void main()
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// range check & accumulate
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float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
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occlusion += (sampleDepth >= sample.z + bias ? 1.0 : 0.0) * rangeCheck;
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occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
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}
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occlusion = 1.0 - (occlusion / kernelSize);
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FragColor = occlusion;
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}
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}
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