feat: deferred lighting (WIP)
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@@ -0,0 +1,11 @@
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vec4 effect() {
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float ssao = 0.0;
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 offset = vec2(x, y) / u_screenSize;
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ssao += texture(u_ssao, v_uv + offset * 2.0).r;
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}
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}
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ssao /= 9.0;
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return vec4(texture(u_screen, v_uv).rgb * mix(1.0, ssao, 1.0), 1.0);
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}
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