#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (input_attachment_index = 0, set = 2, binding = 0) uniform subpassInputMS samplerColorRough; layout (input_attachment_index = 1, set = 2, binding = 1) uniform subpassInputMS samplerEmitMetal; layout (input_attachment_index = 2, set = 2, binding = 2) uniform subpassInputMS samplerN_AO; layout (input_attachment_index = 3, set = 2, binding = 3) uniform subpassInputMS samplerPos; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; const float offset[5] = float[](0.0, 1.0, 2.0, 3.0, 4.0); const float weight[5] = float[](0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162); void main() { if (subpassLoad(samplerPos, gl_SampleID).a == 1.0f) discard; vec3 emissive = subpassLoad (samplerEmitMetal, gl_SampleID).rgb; outColor = vec4(emissive, 1); }