#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 2) uniform sampler2D samplerColorMap; layout (location = 0) in vec2 inUV; layout (location = 1) in vec4 inPos; layout (location = 0) out vec4 outFragColor; void main() { vec4 tmp = vec4(1.0 / inPos.w); vec4 projCoord = inPos * tmp; // Scale and bias projCoord += vec4(1.0); projCoord *= vec4(0.5); // Slow single pass blur // For demonstration purposes only const float blurSize = 1.0 / 512.0; vec4 color = texture(samplerColorMap, inUV); outFragColor = color * 0.25; 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++) { reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0; } } outFragColor += reflection * 1.5 * (color.r); }; }