2016-02-16 15:07:25 +01:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (binding = 2) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec4 inPos;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 tmp = vec4(1.0 / inPos.w);
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2016-07-06 21:13:24 +02:00
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vec4 projCoord = inPos * tmp;
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2016-06-27 01:26:48 -07:00
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2016-02-16 15:07:25 +01:00
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// Scale and bias
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2016-07-06 21:13:24 +02:00
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projCoord += vec4(1.0);
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projCoord *= vec4(0.5);
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2016-02-16 15:07:25 +01:00
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// Slow single pass blur
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// For demonstration purposes only
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const float blurSize = 1.0 / 512.0;
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2016-06-27 01:26:48 -07:00
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2016-02-16 15:07:25 +01:00
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vec4 color = texture(samplerColorMap, inUV);
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outFragColor = color * 0.25;
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2016-06-27 01:26:48 -07:00
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2016-07-06 21:13:24 +02:00
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if (gl_FrontFacing)
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{
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// Only render mirrored scene on front facing (upper) side of mirror surface
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2016-06-27 01:26:48 -07:00
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vec4 reflection = vec4(0.0);
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for (int x = -3; x <= 3; x++)
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{
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for (int y = -3; y <= 3; y++)
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{
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reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0;
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}
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}
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outFragColor += reflection * 1.5 * (color.r);
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2016-07-06 21:13:24 +02:00
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};
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2016-02-16 15:07:25 +01:00
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}
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