mirror of
https://github.com/ZDoom/gzdoom.git
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44 lines
1.1 KiB
GLSL
44 lines
1.1 KiB
GLSL
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layout(location=0) in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D AODepthTexture;
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#if defined(MULTISAMPLE)
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layout(binding=1) uniform sampler2DMS SceneFogTexture;
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#else
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layout(binding=1) uniform sampler2D SceneFogTexture;
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#endif
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void main()
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{
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vec2 uv = Offset + TexCoord * Scale;
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#if defined(MULTISAMPLE)
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ivec2 texSize = textureSize(SceneFogTexture);
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#else
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ivec2 texSize = textureSize(SceneFogTexture, 0);
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#endif
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ivec2 ipos = ivec2(uv * vec2(texSize));
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#if defined(MULTISAMPLE)
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vec3 fogColor = vec3(0.0);
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for (int i = 0; i < SampleCount; i++)
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fogColor += texelFetch(SceneFogTexture, ipos, i).rgb;
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fogColor /= float(SampleCount);
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#else
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vec3 fogColor = texelFetch(SceneFogTexture, ipos, 0).rgb;
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#endif
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vec4 ssao = texture(AODepthTexture, TexCoord);
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float attenutation = ssao.x;
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if (DebugMode == 0)
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FragColor = vec4(fogColor, 1.0 - attenutation);
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else if (DebugMode < 3)
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FragColor = vec4(attenutation, attenutation, attenutation, 1.0);
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else if (DebugMode == 3)
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FragColor = vec4(ssao.yyy / 1000.0, 1.0);
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else
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FragColor = vec4(ssao.xyz, 1.0);
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}
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