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; 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 float attenutation = texture(AODepthTexture, TexCoord).x; FragColor = vec4(fogColor, 1.0 - attenutation); }