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/**
* @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;
}
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