procedural-3d-engine/shaders/glsl/offscreen/mirror.frag

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec4 inPos;
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layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 tmp = vec4(1.0 / inPos.w);
vec4 projCoord = inPos * tmp;
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// Scale and bias
projCoord += vec4(1.0);
projCoord *= vec4(0.5);
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// Slow single pass blur
// For demonstration purposes only
const float blurSize = 1.0 / 512.0;
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outFragColor = vec4(vec3(0.0), 1.);
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;
}
}
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outFragColor += reflection;
};
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}