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0025201: Visualization - Implementing soft shadows and ambient occlusion in OCCT ray-tracing core
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13
src/Shaders/Display.fs
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13
src/Shaders/Display.fs
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//! Input image.
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uniform sampler2D uInputTexture;
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//! Output pixel color.
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out vec4 OutColor;
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void main (void)
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{
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vec4 aColor = texelFetch (uInputTexture, ivec2 (gl_FragCoord.xy), 0);
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// apply gamma correction (we use gamma = 2)
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OutColor = vec4 (sqrt (aColor.rgb), aColor.a);
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}
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