/** Demo of using an Anti-aliasing blur pass based on edge detection in a deferred shading system. Fragment shader */ #version 110 uniform sampler2D baseMap; //uniform sampler2D effectMap; uniform sampler2D ssoaMap; void main() { vec3 base = texture2D(baseMap, gl_TexCoord[0].st).rgb; // vec3 effect = texture2D(effectMap, gl_TexCoord[0].st).rgb; vec3 ssoa = texture2D(ssoaMap, gl_TexCoord[0].st).rgb; // Basic additive blending for now // gl_FragColor = vec4(base + effect, 1.0); // gl_FragColor = vec4((base + effect) * ssoa, 1.0); // gl_FragColor = vec4(base, 1.0); gl_FragColor = vec4(base * ssoa, 1.0); }