small update:
ao is much finer now and more edges are being detected. I'm still not satisfied though, there has to be a better way.
no textures
with textures
textures, no ao
As for contibuting this shader: Well yes i will. However you will have to buy it for 10-15€ (15€ max, i'm still thinking about this). You will get a pack with bloom,hdr,dof,volumetric particles, volumetric sunlight,ao and other stuff. Its made for beginners so all you have to do is include a file and call a function to set up your effects, thats all. e.g. s_dof(1,vector(100,50,200)) will enable dof with a near plane of 100 quants, a focal length of 50 quants and a far plane of 200 quants.
However this still needs work, i might get it finish till the end of february, we'll see
ello: the ao shader uses 1 texture. It's rgb channel contains the level shaded without textures and has vecViewPos as lightsource. It's alpha channel contains the depth. Now in the shader i do some edge detecting for the rgb and alpha channel. Finally i substract the alphachan-edges from the rgbchan-edges. That's basically it. The rest is done by a gaussian blur. Oh and for the noise: i simply created a noise texture, passed it to the shader and multiplicated it with the final result. All in all the shader is very simple (and i guess that's the main reason the result doesn't look thaaat pretty
).
As for the content of the rgb channel: i know this is not the way to go. There really has to be a better way to get the positions of all hard edges of the scene. Maybe flat shading could do the trick, but belive it or not, i have no idea on how to archive flat shading without unbreaking the model. If you have any ideas, just pass them along and win a free copy of the shaderpack
Well then, thank you all for the nice words, i appreciate it