#extension GL_ARB_draw_buffers : require #extension GL_EXT_gpu_shader4 : require uniform sampler2D inputMap; uniform sampler2D normalMap; uniform sampler2D eyeNormalMap; uniform sampler2D depthColorMap; uniform sampler2D positionMap; uniform sampler2D shadedMap; uniform sampler2D randomVectorMap; uniform float radius = 6.0; uniform vec2 inputSize; uniform vec3 lightDir; const int numSamples = 32; uniform vec3 sampleOffsets[numSamples]; void main() { // sample the position and normal map vec4 finalColor = vec4(0.0); vec3 pixelPos = texture2D( positionMap, gl_TexCoord[0].xy ).xyz; vec3 normal = texture2D( normalMap, gl_TexCoord[0].xy ).xyz; vec3 eyeNormal = texture2D( eyeNormalMap, gl_TexCoord[0].xy ).xyz; // for all samples we want to generate for (int i=0; i