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