/** * @file postDeferredF.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_texture_multisample : enable uniform sampler2DMS diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; varying vec2 vary_fragcoord; vec4 texture2DMS(sampler2DMS tex, ivec2 tc) { vec4 ret = vec4(0,0,0,0); for (int i = 0; i < samples; ++i) { ret += texelFetch(tex,tc,i); } return ret/samples; } void main() { vec4 diff = texture2DMS(diffuseRect, ivec2(vary_fragcoord.xy)); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); gl_FragColor = diff + bloom; }