qzdoom/wadsrc/static/shaders/pp/exposureaverage.fp
2020-04-26 21:22:57 +02:00

22 lines
697 B
GLSL

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D ExposureTexture;
void main()
{
#if __VERSION__ < 400
ivec2 size = textureSize(ExposureTexture, 0);
ivec2 tl = max(ivec2(TexCoord * vec2(size) - 0.5), ivec2(0));
ivec2 br = min(tl + ivec2(1), size - ivec2(1));
vec4 values = vec4(
texelFetch(ExposureTexture, tl, 0).x,
texelFetch(ExposureTexture, ivec2(tl.x, br.y), 0).x,
texelFetch(ExposureTexture, ivec2(br.x, tl.y), 0).x,
texelFetch(ExposureTexture, br, 0).x);
#else
vec4 values = textureGather(ExposureTexture, TexCoord);
#endif
FragColor = vec4((values.x + values.y + values.z + values.w) * 0.25, 0.0, 0.0, 1.0);
}