R2 Core Shaders
R2FilterOcclusionApplicator.frag
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1 /// \file R2FilterOcclusionApplicator.frag
2 /// \brief Occlusion application filter
3 
4 in vec2 R2_uv;
5 
6 uniform sampler2D R2_texture;
7 uniform float R2_intensity;
8 
9 layout (location = 0) out vec4 R2_out_diffuse;
10 
11 void
12 main (void)
13 {
14  vec3 occlusion_sample =
15  texture (R2_texture, R2_uv).xxx;
16  vec3 occlusion =
17  (1.0 - occlusion_sample) * R2_intensity;
18  R2_out_diffuse =
19  vec4 (occlusion, 1.0);
20 }
layout(location=0) in vec3 R2_vertex_world_position
World-space position.