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

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in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D AODepthTexture;
#if defined(MULTISAMPLE)
uniform sampler2DMS SceneDataTexture;
uniform int SampleCount;
#else
uniform sampler2D SceneDataTexture;
#endif
uniform vec2 Scale;
uniform vec2 Offset;
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void main()
{
vec2 uv = Offset + TexCoord * Scale;
#if defined(MULTISAMPLE)
ivec2 texSize = textureSize(SceneDataTexture);
#else
ivec2 texSize = textureSize(SceneDataTexture, 0);
#endif
ivec2 ipos = ivec2(max(floor(uv * vec2(texSize) - 0.75), vec2(0.0)));
#if defined(MULTISAMPLE)
vec3 fogColor = vec3(0.0);
for (int i = 0; i < SampleCount; i++)
fogColor += texelFetch(SceneDataTexture, ipos, i).rgb;
fogColor /= float(SampleCount);
#else
vec3 fogColor = texelFetch(SceneDataTexture, ipos, 0).rgb;
#endif
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float attenutation = texture(AODepthTexture, TexCoord).x;
FragColor = vec4(fogColor, 1.0 - attenutation);
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}