godot/servers/rendering/renderer_rd/shaders/specular_merge.glsl

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#[vertex]
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#version 450
VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
}
#[fragment]
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#version 450
VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform sampler2D specular;
#ifdef MODE_SSR
layout(set = 1, binding = 0) uniform sampler2D ssr;
#endif
#ifdef MODE_MERGE
layout(set = 2, binding = 0) uniform sampler2D diffuse;
#endif
layout(location = 0) out vec4 frag_color;
void main() {
frag_color.rgb = texture(specular, uv_interp).rgb;
frag_color.a = 0.0;
#ifdef MODE_SSR
vec4 ssr_color = texture(ssr, uv_interp);
frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a);
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#endif
#ifdef MODE_MERGE
frag_color += texture(diffuse, uv_interp);
#endif
//added using additive blend
}