#version 430 layout (binding = 1) uniform sampler2D samp; layout (binding = 2) uniform sampler2D depth; in vec2 tc; out vec4 color; const float offset = 3.0 / 300.0; void main(void) { /*vec2 offsets[8] = vec2[]( vec2(-offset, offset), // top-left vec2( 0.0f, offset), // top-center vec2( offset, offset), // top-right vec2(-offset, 0.0f), // center-left //vec2( 0.0f, 0.0f), // center-center vec2( offset, 0.0f), // center-right vec2(-offset, -offset), // bottom-left vec2( 0.0f, -offset), // bottom-center vec2( offset, -offset) // bottom-right ); float d = texture(depth, tc).r; float c = 0; for(int i = 0; i < 8; i++) { //c += float(d < texture(depth, tc + offsets[i]).r); c += d - texture(depth, tc + offsets[i]).r; } c *= 100; color = vec4(c, c, c, 1.0);*/ //color = texture(samp, tc) * c; color = texture(samp, tc); }