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