overte/libraries/render-utils/src/occlusion_blend.slf
2015-08-01 14:43:52 -07:00

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<@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);
}