<commit_before>out vec4 fragColor;

in vec2 varTexcoord;

uniform sampler2D screenTexture;
uniform sampler2D depth;
uniform sampler2D ambient;
uniform sampler2D position;
uniform sampler2D normal;
uniform sampler2D color;
uniform sampler2D picking;

uniform int isDepthTexture;
uniform float zNear;
uniform float zFar;

uniform float totalTime;

void main()
{
    vec4 value = vec4(texture(screenTexture, varTexcoord));

    vec4 depthValue     = vec4(texture(depth    , varTexcoord));
    vec4 ambientValue   = vec4(texture(ambient  , varTexcoord));
    vec4 positionValue  = vec4(texture(position , varTexcoord));
    vec4 normalValue    = vec4(texture(normal   , varTexcoord));
    vec4 colorValue     = vec4(texture(color    , varTexcoord));
    vec4 pickingValue   = vec4(texture(picking  , varTexcoord));

    // depth -> linearize
    float n = 1.0;
    float f = 1000.0;
    float z = depthValue.r;
    float linearDepth = (2.0 * n) / (f + n - z  * (f - n));
    depthValue = vec4(vec3(linearDepth), 1.0);

//    positionValue = positionValue.xyz != vec3(0) ? positionValue / 2 + 0.5 : vec4(0);
    normalValue = normalValue.xyz != vec3(0) ? normalValue / 2 + 0.5 : vec4(0);
    pickingValue.xyz = pickingValue.xyz != vec3(1) ? pickingValue.xyz / 255 : vec3(1);

    value = pickingValue;

    fragColor = value;
}

<commit_msg>Fixed default output texture<commit_after>out vec4 fragColor;

in vec2 varTexcoord;

uniform sampler2D screenTexture;
uniform sampler2D depth;
uniform sampler2D ambient;
uniform sampler2D position;
uniform sampler2D normal;
uniform sampler2D color;
uniform sampler2D picking;

uniform int isDepthTexture;
uniform float zNear;
uniform float zFar;

uniform float totalTime;

void main()
{
    vec4 value = vec4(texture(screenTexture, varTexcoord));

    vec4 depthValue     = vec4(texture(depth    , varTexcoord));
    vec4 ambientValue   = vec4(texture(ambient  , varTexcoord));
    vec4 positionValue  = vec4(texture(position , varTexcoord));
    vec4 normalValue    = vec4(texture(normal   , varTexcoord));
    vec4 colorValue     = vec4(texture(color    , varTexcoord));
    vec4 pickingValue   = vec4(texture(picking  , varTexcoord));

    // depth -> linearize
    float n = 1.0;
    float f = 1000.0;
    float z = depthValue.r;
    float linearDepth = (2.0 * n) / (f + n - z  * (f - n));
    depthValue = vec4(vec3(linearDepth), 1.0);

//    positionValue = positionValue.xyz != vec3(0) ? positionValue / 2 + 0.5 : vec4(0);
    normalValue = normalValue.xyz != vec3(0) ? normalValue / 2 + 0.5 : vec4(0);
    pickingValue.xyz = pickingValue.xyz != vec3(1) ? pickingValue.xyz / 255 : vec3(1);

//    value = pickingValue;

    fragColor = value;
}


{'fraction_non_alphanumeric': 0.114540721457791, 'fraction_numerical': 0.04239494235775381, 'mean_word_length': 3.4983277591973243, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 5, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '7220499', 'n_tokens_mistral': 945, 'n_tokens_neox': 894, 'n_words': 235}