procedural-3d-engine/data/shaders/offscreen/mirror.frag
2016-02-16 15:07:25 +01:00

39 lines
No EOL
975 B
GLSL

#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 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;
}
}
vec4 color = texture(samplerColorMap, inUV);
outFragColor = color * 0.25;
outFragColor += reflection * 1.5 * (color.r);
}