-import postprocess;
+import flat_effect;
import _ambientocclusion;
#pragma MSP stage(fragment)
+layout(location=0) out float frag_out;
void main()
{
vec4 rv = texture(rotate, gl_FragCoord.xy/4.0)*2.0-1.0;
count += 1.0;
}
}
- frag_color = vec4(1.0-occlusion_sum/count, 0.0, 0.0, 1.0);
+ frag_out = 1.0-occlusion_sum/count;
}