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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D shadowmapTexture;
uniform sampler2D irradianceTexture;
uniform int screenWidth;
uniform int screenHeight;
uniform int renderState;
uniform vec2 samplePositions[13];
uniform vec3 sampleWeights[13];
void main()
{
// sample calculated irradiance
// using Gaussian kernel to approximate light spread
vec4 result = vec4(0, 0, 0, 1);
for (int i = 0; i < 13; i++) {
vec2 sampleCoords = TexCoords + samplePositions[i] * vec2(1.0/screenWidth, 1.0/screenHeight);
//vec4 sample = texture(irradianceTexture, sampleCoords)
// * texture(shadowmapTexture, sampleCoords);
vec4 sample = texture(irradianceTexture, sampleCoords);
vec4 weight = vec4(sampleWeights[i], 1);
result += sample * weight;
}
FragColor = result;
}
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