<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// debug_deferred_buffer.slf// fragment shader//// Created by Clement on 12/3// Copyright 2015 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html//<@include DeferredBufferRead.slh@>uniform sampler2D pyramidMap;uniform sampler2D occlusionMap;uniform sampler2D occlusionBlurredMap;in vec2 uv;out vec4 outFragColor;//SOURCE_PLACEHOLDERvoid main(void) { outFragColor = getFragmentColor();}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// debug_deferred_buffer.slf
// fragment shader
//
// Created by Clement on 12/3
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include DeferredBufferRead.slh@>
uniform sampler2D pyramidMap;
uniform sampler2D occlusionMap;
uniform sampler2D occlusionBlurredMap;
in vec2 uv;
out vec4 outFragColor;
//SOURCE_PLACEHOLDER
void main(void) {
outFragColor = getFragmentColor();
}