worldPostFragment.fs 393 B

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  1. #version 430
  2. layout (binding = 0) uniform sampler2D colorSamp;
  3. layout (binding = 1) uniform sampler2D ssaoSamp;
  4. uniform bool useSSAO;
  5. in vec2 varTex;
  6. out vec4 color;
  7. void main()
  8. {
  9. if(useSSAO)
  10. {
  11. color = vec4(texture(colorSamp, varTex).xyz * (texture(ssaoSamp, varTex).r + 0.5), 1.0);
  12. }
  13. else
  14. {
  15. color = vec4(texture(colorSamp, varTex).xyz, 1.0);
  16. }
  17. }