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Improve the ambient occlusion postprocessor
[libs/gl.git] / shaderlib / postprocess.glsl
1 uniform sampler2D source;
2
3 ////// vertex
4 in vec4 vertex;
5 void main()
6 {
7         gl_Position = vertex;
8         out vec2 texcoord = vertex.xy*0.5+0.5;
9         passthrough;
10 }
11
12 ////// fragment
13 out vec4 frag_color;