<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // debug_deferred_buffer.frag // 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@> <$declareColorWheel()$> LAYOUT(binding=RENDER_UTILS_DEBUG_TEXTURE0) uniform sampler2D debugTexture0; LAYOUT(binding=RENDER_UTILS_TEXTURE_SHADOW) uniform sampler2DArrayShadow shadowMaps; <@include ShadowCore.slh@> <$declareDeferredCurvature()$> <@include debug_deferred_buffer_shared.slh@> LAYOUT_STD140(binding=RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS) uniform parametersBuffer { DebugParameters parameters; }; float curvatureAO(float k) { return 1.0f - (0.0022f * k * k) + (0.0776f * k) + 0.7369f; } layout(location=0) in vec2 uv; layout(location=0) out vec4 outFragColor; //SOURCE_PLACEHOLDER_BEGIN vec4 getFragmentColor() { DeferredFragment frag = unpackDeferredFragmentNoPosition(uv); return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0); } //SOURCE_PLACEHOLDER_END void main(void) { outFragColor = getFragmentColor(); }