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#version 110
uniform sampler2D color;
uniform sampler2D position;
uniform sampler2D normal;
uniform sampler2D depth;
uniform vec2 winSize;
void main()
{
vec2 texCoord = (gl_FragCoord.xy + vec2(-winSize.x, 0)) / winSize;
// Draw 4 quadrants
if (texCoord.x > 0.5) { // Right
if (texCoord.y > 0.5) { // Top
gl_FragColor = vec4(texture2D(normal, vec2(texCoord.x - 0.5, texCoord.y - 0.5) * 2.0).xyz, 1.0);
} else { // Bottom
gl_FragColor = vec4(texture2D(color, vec2(texCoord.x - 0.5, texCoord.y) * 2.0).xyz, 1.0);
}
} else { // Left
if (texCoord.y > 0.5) { // Top
gl_FragColor = texture2D(position, vec2(texCoord.x, texCoord.y - 0.5) * 2.0);
} else { // Bottom
gl_FragColor = vec4(texture2D(depth, texCoord * 2.0).rrr, 1.0);
}
}
gl_FragColor.a = 0.5;
}
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