EG/RenderPipelineFile/rpplugins/forward_shading/shader/merge_with_deferred.frag.glsl
2026-02-25 14:56:09 +08:00

50 lines
1.9 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#version 430
#pragma include "render_pipeline_base.inc.glsl"
uniform sampler2D ShadedScene;
uniform sampler2D SceneDepth;
uniform sampler2D ForwardDepth;
uniform sampler2D ForwardColor;
out vec3 result;
void main() {
vec2 texcoord = get_texcoord();
vec3 deferred_result = textureLod(ShadedScene, texcoord, 0).xyz;
vec4 forward_result = textureLod(ForwardColor, texcoord, 0);
float deferred_depth = textureLod(ForwardDepth, texcoord, 0).x;
float forward_depth = textureLod(SceneDepth, texcoord, 0).x;
forward_result.xyz = forward_result.xyz * forward_result.w +
deferred_result * (1 - forward_result.w);
result = deferred_depth > forward_depth ? deferred_result : forward_result.xyz;
}