#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 0) uniform sampler2D samplerposition; layout (binding = 1) uniform sampler2D samplerNormal; layout (binding = 2) uniform sampler2D samplerAlbedo; layout (binding = 3) uniform sampler2D samplerSSAO; layout (binding = 4) uniform sampler2D samplerSSAOBlur; layout (binding = 5) uniform UBO { mat4 _dummy; int ssao; int ssaoOnly; int ssaoBlur; } uboParams; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { vec3 fragPos = texture(samplerposition, inUV).rgb; vec3 normal = normalize(texture(samplerNormal, inUV).rgb * 2.0 - 1.0); vec4 albedo = texture(samplerAlbedo, inUV); float ssao = (uboParams.ssaoBlur == 1) ? texture(samplerSSAOBlur, inUV).r : texture(samplerSSAO, inUV).r; vec3 lightPos = vec3(0.0); vec3 L = normalize(lightPos - fragPos); float NdotL = max(0.5, dot(normal, L)); if (uboParams.ssaoOnly == 1) { outFragColor.rgb = ssao.rrr; } else { vec3 baseColor = albedo.rgb * NdotL; if (uboParams.ssao == 1) { outFragColor.rgb = ssao.rrr; if (uboParams.ssaoOnly != 1) outFragColor.rgb *= baseColor; } else { outFragColor.rgb = baseColor; } } }