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