To implement any screen space algorithms, I needed to have mutpli rendering passes. The first pass will cover all that I did as mentioned below and then the second pass will work in screen space.
I attacjed the outputs from the fragment shaders to different textures and then passed it on to the next rendering cycle. The depth buffer values were attached to a texture as well as positions, normals and colors. In the second pass, I just create 2 screen space triangles and then used the values from these textures to determine what gets shaded and what doesn't. Though I had done something similar as part of another assignment, this was a good learning experience for getting the 2 passes to work correctly. Once the 2 passes were running smoothly one after the other, I implemented the algorithm to get normals using the screen space. The algorithm takes the values of the neighboring pixels and then finds the world space coordinates for these pixels. Then taking the difference of values in the x-direction and taking the cross product with values in the y-direction, gives the normal for the terrain, The normals have to be handled with special cases at the edges because the neighboring pixels may have a completely different depth at the edges.
I attacjed the outputs from the fragment shaders to different textures and then passed it on to the next rendering cycle. The depth buffer values were attached to a texture as well as positions, normals and colors. In the second pass, I just create 2 screen space triangles and then used the values from these textures to determine what gets shaded and what doesn't. Though I had done something similar as part of another assignment, this was a good learning experience for getting the 2 passes to work correctly. Once the 2 passes were running smoothly one after the other, I implemented the algorithm to get normals using the screen space. The algorithm takes the values of the neighboring pixels and then finds the world space coordinates for these pixels. Then taking the difference of values in the x-direction and taking the cross product with values in the y-direction, gives the normal for the terrain, The normals have to be handled with special cases at the edges because the neighboring pixels may have a completely different depth at the edges.
Screen Space Ambient Occlusion using Poisson disk
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