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@@ -2,6 +2,7 @@
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//@renderpasses 0
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uniform sampler2D r_SourceBuffer;
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+//uniform sampler2D r_DepthBuffer;
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uniform sampler2D r_DepthBuffer;
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uniform vec2 r_SourceBufferScale;
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@@ -33,6 +34,8 @@ uniform float m_Density;
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uniform vec4 m_Color;
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+uniform float m_Weight;
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+
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void main(){
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vec2 coords=v_SourceBufferCoords;
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@@ -43,13 +46,17 @@ void main(){
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vec3 fragColor=vec3( 0.0 );
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+ vec3 color=m_Color.rgb * m_Weight;
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+
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for( int i=0;i<m_NumSamples;++i ){
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coords+=delta;
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float depth=texture2D( r_DepthBuffer,coords ).r;
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- vec3 sample=(depth==1.0) ? m_Color.rgb : vec3( 0.0 );
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+// vec3 color=texture2D( r_SourceBuffer,coords ).rgb;
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+
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+ vec3 sample=(depth==1.0) ? color : vec3( 0.0 );
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fragColor+=sample;
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}
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