godot/drivers/gles3/shaders/resolve.glsl

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2016-11-29 23:55:12 +01:00
[vertex]
layout(location=0) in highp vec4 vertex_attrib;
layout(location=4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
[fragment]
in vec2 uv_interp;
uniform sampler2D source_diffuse; //texunit:0
uniform sampler2D source_specular; //texunit:1
uniform sampler2D source_ssr_ssao; //texunit:2
uniform float stuff;
in vec2 uv2_interp;
layout(location = 0) out vec4 frag_color;
void main() {
vec4 diffuse = texture( source_diffuse, uv_interp );
vec4 specular = texture( source_specular, uv_interp );
#ifdef USE_SSR
vec4 ssr = textureLod(source_ssr_ssao,uv_interp,0.0);
specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a);
#endif
frag_color = vec4(diffuse.rgb,1.0)+vec4(specular.rgb,1.0);
}