gzdoom-gles/wadsrc/static/shaders/glsl/ssaocombine.fp

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2016-09-02 03:45:00 +00:00
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D AODepthTexture;
void main()
{
float attenutation = texture(AODepthTexture, TexCoord).x;
FragColor = vec4(attenutation, attenutation, attenutation, 0.0);
}