2016-09-02 03:45:00 +00:00
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2019-03-05 17:55:31 +00:00
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layout(location=0) in vec2 TexCoord;
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2018-06-12 21:52:33 +00:00
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layout(location=0) out vec4 FragColor;
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2016-09-02 03:45:00 +00:00
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2018-06-13 13:53:56 +00:00
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layout(binding=0) uniform sampler2D AODepthTexture;
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2016-09-02 03:45:00 +00:00
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2016-09-21 00:04:56 +00:00
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#if defined(MULTISAMPLE)
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2018-06-13 13:53:56 +00:00
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layout(binding=1) uniform sampler2DMS SceneFogTexture;
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2016-09-21 00:04:56 +00:00
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#else
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2018-06-13 13:53:56 +00:00
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layout(binding=1) uniform sampler2D SceneFogTexture;
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2016-09-21 00:04:56 +00:00
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#endif
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2016-09-02 03:45:00 +00:00
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void main()
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{
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2016-09-21 00:04:56 +00:00
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vec2 uv = Offset + TexCoord * Scale;
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2016-10-09 04:17:48 +00:00
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2016-09-21 00:04:56 +00:00
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#if defined(MULTISAMPLE)
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2016-10-05 05:57:27 +00:00
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ivec2 texSize = textureSize(SceneFogTexture);
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2016-09-21 00:04:56 +00:00
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#else
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2016-10-05 05:57:27 +00:00
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ivec2 texSize = textureSize(SceneFogTexture, 0);
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2016-09-21 00:04:56 +00:00
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#endif
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2016-10-09 04:17:48 +00:00
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ivec2 ipos = ivec2(uv * vec2(texSize));
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2016-09-21 00:04:56 +00:00
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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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2016-10-05 05:57:27 +00:00
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fogColor += texelFetch(SceneFogTexture, ipos, i).rgb;
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2016-09-21 00:04:56 +00:00
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fogColor /= float(SampleCount);
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#else
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2016-10-05 05:57:27 +00:00
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vec3 fogColor = texelFetch(SceneFogTexture, ipos, 0).rgb;
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2016-09-21 00:04:56 +00:00
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#endif
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2016-09-02 03:45:00 +00:00
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float attenutation = texture(AODepthTexture, TexCoord).x;
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2016-09-21 00:04:56 +00:00
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FragColor = vec4(fogColor, 1.0 - attenutation);
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2016-09-02 03:45:00 +00:00
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}
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