move blaze shader files
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@@ -1,27 +0,0 @@
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#version 150 core
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in vec2 TexCoord;
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out vec4 fragColor;
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uniform sampler2D uColorTexture;
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uniform sampler2D uDhDepthTexture;
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/**
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* Fog application shader
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*
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* This merges the rendered fog onto DH's rendered LODs
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*/
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void main()
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{
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fragColor = vec4(0.0);
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// a fragment depth of "1" means the fragment wasn't drawn to,
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// only update fragments that were drawn to
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float fragmentDepth = textureLod(uDhDepthTexture, TexCoord, 0).r;
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if (fragmentDepth != 1)
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{
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fragColor = texture(uColorTexture, TexCoord);
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}
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}
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@@ -1,15 +0,0 @@
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#version 150 core
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in vec2 vPosition;
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out vec2 TexCoord;
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/**
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* This is specifically used by application shaders.
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* IE post process or pixel transfer shaders, anything that is rendered using a single rectangle.
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*/
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void main()
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{
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gl_Position = vec4(vPosition, 1.0, 1.0);
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TexCoord = vPosition.xy * 0.5 + 0.5;
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}
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