// Copyright (C) 2009-2017, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #include "shaders/Common.glsl" layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_rt0; layout(ANKI_TEX_BINDING(0, 1)) uniform sampler2D u_rt1; layout(ANKI_TEX_BINDING(0, 2)) uniform sampler2D u_rt2; layout(ANKI_TEX_BINDING(0, 3)) uniform sampler2D u_depth; layout(ANKI_TEX_BINDING(0, 4)) uniform sampler2D u_isRt; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 out_rt0; layout(location = 1) out vec4 out_rt1; layout(location = 2) out vec4 out_rt2; layout(location = 3) out vec3 out_isRt; void main() { out_rt0 = texture(u_rt0, in_uv); out_rt1 = texture(u_rt1, in_uv); out_rt2 = texture(u_rt2, in_uv); gl_FragDepth = texture(u_depth, in_uv).r; out_isRt = texture(u_isRt, in_uv).rgb; }