2018-08-27 05:31:48 +00:00
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/* clang-format off */
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2017-12-04 12:41:34 +00:00
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[vertex]
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2018-08-24 12:50:59 +00:00
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layout(location = 0) in highp vec4 vertex_attrib;
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2018-08-27 05:31:48 +00:00
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/* clang-format on */
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2018-08-24 12:50:59 +00:00
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layout(location = 4) in vec2 uv_in;
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2017-12-04 12:41:34 +00:00
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out vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vertex_attrib;
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}
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2018-08-27 05:31:48 +00:00
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/* clang-format off */
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2017-12-04 12:41:34 +00:00
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[fragment]
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#if !defined(GLES_OVER_GL)
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precision mediump float;
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#endif
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in vec2 uv_interp;
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2018-08-27 05:31:48 +00:00
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/* clang-format on */
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2017-12-04 12:41:34 +00:00
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uniform sampler2D source_specular; //texunit:0
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uniform sampler2D source_ssr; //texunit:1
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uniform vec2 pixel_size;
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in vec2 uv2_interp;
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layout(location = 0) out vec4 frag_color;
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void main() {
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2018-08-24 12:50:59 +00:00
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vec4 specular = texture(source_specular, uv_interp);
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2017-12-04 12:41:34 +00:00
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#ifdef USE_SSR
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2018-08-24 12:50:59 +00:00
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vec4 ssr = textureLod(source_ssr, uv_interp, 0.0);
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specular.rgb = mix(specular.rgb, ssr.rgb * specular.a, ssr.a);
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2017-12-04 12:41:34 +00:00
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#endif
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2018-08-24 12:50:59 +00:00
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frag_color = vec4(specular.rgb, 1.0);
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2017-12-04 12:41:34 +00:00
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}
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