overte/libraries/render-utils/src/debug_deferred_buffer.slf
2018-10-31 13:28:07 -07:00

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<@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();
}