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- #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);
- }
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