Created
March 29, 2024 07:24
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#version 450 | |
layout (location = 0) in vec4 inPos; | |
layout (location = 0) out vec4 outColor; | |
layout (set = 1, binding = 1) uniform sampler2D diffuseMap; | |
void main() { | |
vec4 tmp = vec4(1.0 / inPos.w); | |
vec4 projCoord = inPos * tmp; | |
// Scale and bias | |
projCoord += vec4(1.0 * -1); | |
projCoord *= vec4(0.5 * -1); | |
// Slow single pass blur | |
// For demonstration purposes only | |
const float blurSize = 1.0 / 512.0; | |
outColor = vec4(vec3(0.0), 1.0); | |
if (gl_FrontFacing) | |
{ | |
// Only render mirrored scene on front facing (upper) side of mirror surface | |
vec4 reflection = vec4(0.0); | |
for (int x = -3; x <= 3; x++) | |
{ | |
for (int y = -3; y <= 3; y++) | |
{ | |
// Flip texture coordinates for reflection | |
vec2 flippedTexCoord = vec2(1.0 - (projCoord.s + x * blurSize), projCoord.t + y * blurSize); | |
reflection += texture(diffuseMap, flippedTexCoord) / 49.0; | |
} | |
} | |
outColor += reflection; | |
} | |
} |
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