mirror of https://github.com/qt/qt3d.git
31 lines
870 B
GLSL
31 lines
870 B
GLSL
#version 150
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uniform sampler2D color;
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uniform sampler2D position;
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uniform sampler2D normal;
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uniform sampler2D depth;
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uniform vec2 winSize;
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out vec4 fragColor;
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void main()
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{
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vec2 texCoord = (gl_FragCoord.xy + vec2(-winSize.x, 0)) / winSize;
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// Draw 4 quadrants
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if (texCoord.x > 0.5) { // Right
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if (texCoord.y > 0.5) { // Top
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fragColor = vec4(texture(normal, vec2(texCoord.x - 0.5, texCoord.y - 0.5) * 2.0).xyz, 1.0);
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} else { // Bottom
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fragColor = vec4(texture(color, vec2(texCoord.x - 0.5, texCoord.y) * 2.0).xyz, 1.0);
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}
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} else { // Left
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if (texCoord.y > 0.5) { // Top
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fragColor = texture(position, vec2(texCoord.x, texCoord.y - 0.5) * 2.0);
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} else { // Bottom
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fragColor = vec4(texture(depth, texCoord * 2.0).rrr, 1.0);
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}
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}
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fragColor.a = 0.5;
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}
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