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Diffstat (limited to 'drivers/gles3/shaders/resolve.glsl')
-rw-r--r-- | drivers/gles3/shaders/resolve.glsl | 20 |
1 files changed, 8 insertions, 12 deletions
diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl index 0b50a9c57b..d860fa544f 100644 --- a/drivers/gles3/shaders/resolve.glsl +++ b/drivers/gles3/shaders/resolve.glsl @@ -1,12 +1,10 @@ [vertex] - -layout(location=0) in highp vec4 vertex_attrib; -layout(location=4) in vec2 uv_in; +layout(location = 0) in highp vec4 vertex_attrib; +layout(location = 4) in vec2 uv_in; out vec2 uv_interp; - void main() { uv_interp = uv_in; @@ -20,8 +18,8 @@ precision mediump float; #endif in vec2 uv_interp; -uniform sampler2D source_specular; //texunit:0 -uniform sampler2D source_ssr; //texunit:1 +uniform sampler2D source_specular; // texunit:0 +uniform sampler2D source_ssr; // texunit:1 uniform vec2 pixel_size; @@ -31,14 +29,12 @@ layout(location = 0) out vec4 frag_color; void main() { - vec4 specular = texture( source_specular, uv_interp ); + vec4 specular = texture(source_specular, uv_interp); #ifdef USE_SSR - - vec4 ssr = textureLod(source_ssr,uv_interp,0.0); - specular.rgb = mix(specular.rgb,ssr.rgb*specular.a,ssr.a); + vec4 ssr = textureLod(source_ssr, uv_interp, 0.0); + specular.rgb = mix(specular.rgb, ssr.rgb * specular.a, ssr.a); #endif - frag_color = vec4(specular.rgb,1.0); + frag_color = vec4(specular.rgb, 1.0); } - |