<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // occlusion_blend.frag // fragment shader // // Created by Niraj Venkat on 7/20/15. // 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 DeferredBufferWrite.slh@> in vec2 varTexcoord; out vec4 outFragColor; uniform sampler2D blurredOcclusionTexture; void main(void) { vec4 occlusionColor = texture(blurredOcclusionTexture, varTexcoord); outFragColor = vec4(vec3(0.0), occlusionColor.r); }