godot/drivers/gles3/shaders/resolve.glsl

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