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[vertex]
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;
gl_Position = vertex_attrib;
}
[fragment]
#if !defined(GLES_OVER_GL)
precision mediump float;
#endif
in vec2 uv_interp;
uniform sampler2D source_specular; //texunit:0
uniform sampler2D source_ssr; //texunit:1
uniform vec2 pixel_size;
in vec2 uv2_interp;
layout(location = 0) out vec4 frag_color;
void main() {
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);
#endif
frag_color = vec4(specular.rgb,1.0);
}
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