postFragment.fs 995 B

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  1. #version 430
  2. layout (binding = 1) uniform sampler2D samp;
  3. layout (binding = 2) uniform sampler2D depth;
  4. in vec2 tc;
  5. out vec4 color;
  6. const float offset = 3.0 / 300.0;
  7. void main(void)
  8. {
  9. /*vec2 offsets[8] = vec2[](
  10. vec2(-offset, offset), // top-left
  11. vec2( 0.0f, offset), // top-center
  12. vec2( offset, offset), // top-right
  13. vec2(-offset, 0.0f), // center-left
  14. //vec2( 0.0f, 0.0f), // center-center
  15. vec2( offset, 0.0f), // center-right
  16. vec2(-offset, -offset), // bottom-left
  17. vec2( 0.0f, -offset), // bottom-center
  18. vec2( offset, -offset) // bottom-right
  19. );
  20. float d = texture(depth, tc).r;
  21. float c = 0;
  22. for(int i = 0; i < 8; i++)
  23. {
  24. //c += float(d < texture(depth, tc + offsets[i]).r);
  25. c += d - texture(depth, tc + offsets[i]).r;
  26. }
  27. c *= 100;
  28. color = vec4(c, c, c, 1.0);*/
  29. //color = texture(samp, tc) * c;
  30. color = texture(samp, tc);
  31. }