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- #version 450
-
- #extension GL_ARB_separate_shader_objects : enable
- #extension GL_ARB_shading_language_420pack : enable
-
- layout (binding = 1) uniform sampler2D samplerColor;
- layout (binding = 2) uniform sampler2D samplerColorMap;
-
- layout (location = 0) in vec2 inUV;
- layout (location = 1) in vec4 inPos;
-
- layout (location = 0) out vec4 outFragColor;
-
- void main()
- {
- vec4 tmp = vec4(1.0 / inPos.w);
- vec4 projCoord = inPos * tmp;
-
- // Scale and bias
- projCoord += vec4(1.0);
- projCoord *= vec4(0.5);
-
- // Slow single pass blur
- // For demonstration purposes only
- const float blurSize = 1.0 / 512.0;
-
- vec4 color = texture(samplerColorMap, inUV);
- outFragColor = color * 0.25;
-
- if (gl_FrontFacing)
- {
- // Only render mirrored scene on front facing (upper) side of mirror surface
- vec4 reflection = vec4(0.0);
- for (int x = -3; x <= 3; x++)
- {
- for (int y = -3; y <= 3; y++)
- {
- reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0;
- }
- }
- outFragColor += reflection * 1.5 * (color.r);
- };
- }
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