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qad/qglview/shaders/ssr_merge.frag

16 lines
488 B
GLSL

#version 150
uniform sampler2D t0, tg1, ts;
void main(void) {
ivec2 tc = ivec2(gl_FragCoord.xy);
vec4 v0 = texelFetch(t0, tc, 0), vg1 = texelFetch(tg1, tc, 0), vs = texelFetch(ts, tc, 0);
float rad;
float coeff = clamp(modf(v0.w, rad) * 1.1, 0., 1.);
float reflectivity = 0.;
float specularity = modf(vg1.w, reflectivity);
reflectivity = clamp(reflectivity / 100., 0., 1.);
qgl_FragData[0].rgb = mix(vs.rgb, v0.rgb, coeff * reflectivity);
//qgl_FragData[0].rgb = vec3(v0.w);
}