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

12 lines
216 B
GLSL

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