#pragma language glsl3 uniform sampler2D g_occlusion_sampler; uniform sampler2D g_color_sampler; out vec4 out_color; void pixelmain() { vec2 occlusion = texelFetch(g_occlusion_sampler, ivec2(gl_FragCoord.xy), 0).xy; vec3 color = texelFetch(g_color_sampler, ivec2(gl_FragCoord.xy), 0).xyz; float f = (1.0 - min(1.0, occlusion.y)); float f2 = smoothstep(0.0, 0.2, f); //out_color = vec4(color * f2 * occlusion.x, 1.0); if (color == vec3(0, 0, 0)) out_color = vec4(0, 0, 0, 1); else out_color = vec4(color * occlusion.x + occlusion.y * occlusion.y, 1.0); //out_color = vec4(occlusion.y); }