20 lines
No EOL
537 B
GLSL
20 lines
No EOL
537 B
GLSL
#version 150
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uniform sampler2D depth;
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uniform sampler2D occlusion;
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uniform sampler2D texture;
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varying vec2 texcoord;
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void main() {
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float depth = texture(depth, texcoord).r - 0.001;
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float occlusion = texture(occlusion, texcoord).r;
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vec4 color = vec4(0.0);
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float writedepth = occlusion;
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if(depth <= occlusion) {
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color = texture(texture, texcoord);
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// color = vec4(1.0);
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writedepth = depth;
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}
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// color = vec4(vec3(occlusion - depth),1);
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gl_FragDepth = writedepth;
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gl_FragColor = color;
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} |