blob: 571174d3b8ecb2dae9a4a65c59584e7c0748cdb9 [file] [log] [blame]
#version 150
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform sampler2D depth;
uniform vec2 winSize;
out vec4 fragColor;
void main()
{
vec2 texCoord = (gl_FragCoord.xy + vec2(-winSize.x, 0)) / winSize;
// Draw 4 quadrants
if (texCoord.x > 0.5) { // Right
if (texCoord.y > 0.5) { // Top
fragColor = vec4(texture(normal, vec2(texCoord.x - 0.5, texCoord.y - 0.5) * 2.0).xyz, 1.0);
} else { // Bottom
fragColor = vec4(texture(color, vec2(texCoord.x - 0.5, texCoord.y) * 2.0).xyz, 1.0);
}
} else { // Left
if (texCoord.y > 0.5) { // Top
fragColor = texture(position, vec2(texCoord.x, texCoord.y - 0.5) * 2.0);
} else { // Bottom
fragColor = vec4(texture(depth, texCoord * 2.0).rrr, 1.0);
}
}
fragColor.a = 0.5;
}