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- // 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;
- }
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