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11 lines
216 B
GLSL
11 lines
216 B
GLSL
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in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D AODepthTexture;
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void main()
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{
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float attenutation = texture(AODepthTexture, TexCoord).x;
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FragColor = vec4(attenutation, attenutation, attenutation, 0.0);
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}
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