Files
armorpaint/base/shaders/ssr_blur_pass.frag.glsl
T
2024-07-22 00:14:37 +02:00

26 lines
711 B
GLSL

#version 450
#include "std/gbuffer.glsl"
uniform sampler2D tex;
uniform sampler2D gbuffer0; // Roughness
uniform vec2 dirInv;
in vec2 texCoord;
out vec4 fragColor;
void main() {
float roughness = textureLod(gbuffer0, texCoord, 0.0).b;
if (roughness >= 0.8) { // No reflections
fragColor.rgb = textureLod(tex, texCoord, 0.0).rgb;
return;
}
fragColor.rgb = textureLod(tex, texCoord + dirInv * 2.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord + dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 1.5, 0.0).rgb;
fragColor.rgb += textureLod(tex, texCoord - dirInv * 2.5, 0.0).rgb;
fragColor.rgb /= vec3(5.0);
}