<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // debug_deferred_buffer.slf // fragment shader // // Created by Clement on 12/3 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include DeferredBufferRead.slh@> <@include gpu/Color.slh@> <$declareColorWheel()$> uniform sampler2D linearDepthMap; uniform sampler2D halfLinearDepthMap; uniform sampler2D halfNormalMap; uniform sampler2D occlusionMap; uniform sampler2D occlusionBlurredMap; uniform sampler2D scatteringMap; uniform sampler2D velocityMap; <$declareDeferredCurvature()$> float curvatureAO(float k) { return 1.0f - (0.0022f * k * k) + (0.0776f * k) + 0.7369f; } in vec2 uv; out vec4 outFragColor; //SOURCE_PLACEHOLDER void main(void) { outFragColor = getFragmentColor(); }