6 uniform sampler2D R2_texture;
7 uniform
float R2_intensity;
9 layout (location = 0) out vec4 R2_out_diffuse;
14 vec3 occlusion_sample =
15 texture (R2_texture, R2_uv).xxx;
17 (1.0 - occlusion_sample) * R2_intensity;
19 vec4 (occlusion, 1.0);
layout(location=0) in vec3 R2_vertex_world_position
World-space position.