<@include gpu/Config.slh@><$VERSION_HEADER$>// Generated on <$_SCRIBE_DATE$>//// debug_deferred_buffer.frag// 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@><@include gpu/Color.slh@><$declareColorWheel()$> TEXTURE(RENDER_UTILS_DEBUG_TEXTURE0, sampler2D, debugTexture0);TEXTURE(RENDER_UTILS_TEXTURE_SHADOW, sampler2DArrayShadow, shadowMaps); <@include ShadowCore.slh@> <$declareDeferredCurvature()$> <@include debug_deferred_buffer_shared.slh@> UNIFORM_BUFFER(RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS, parametersBuffer) { DebugParameters parameters;}; float curvatureAO(float k) { return 1.0f - (0.0022f * k * k) + (0.0776f * k) + 0.7369f;} INPUT(0, vec2, uv);OUTPUT(0, vec4, outFragColor); //SOURCE_PLACEHOLDER_BEGINvec4 getFragmentColor() { DeferredFragment frag = unpackDeferredFragmentNoPosition(uv); return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0);}//SOURCE_PLACEHOLDER_END void main(void) { outFragColor = getFragmentColor();}
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// debug_deferred_buffer.frag
// 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@>
<@include gpu/Color.slh@>
<$declareColorWheel()$>
TEXTURE(RENDER_UTILS_DEBUG_TEXTURE0, sampler2D, debugTexture0);
TEXTURE(RENDER_UTILS_TEXTURE_SHADOW, sampler2DArrayShadow, shadowMaps);
<@include ShadowCore.slh@>
<$declareDeferredCurvature()$>
<@include debug_deferred_buffer_shared.slh@>
UNIFORM_BUFFER(RENDER_UTILS_BUFFER_DEBUG_DEFERRED_PARAMS, parametersBuffer) {
DebugParameters parameters;
};
float curvatureAO(float k) {
return 1.0f - (0.0022f * k * k) + (0.0776f * k) + 0.7369f;
}
INPUT(0, vec2, uv);
OUTPUT(0, vec4, outFragColor);
//SOURCE_PLACEHOLDER_BEGIN
vec4 getFragmentColor() {
DeferredFragment frag = unpackDeferredFragmentNoPosition(uv);
return vec4(pow(frag.albedo, vec3(1.0 / 2.2)), 1.0);
}
//SOURCE_PLACEHOLDER_END
void main(void) {
outFragColor = getFragmentColor();
}