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histogram_pass.frag.glsl 446 B

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  1. #version 450
  2. uniform sampler2D tex;
  3. in vec2 texCoord;
  4. out vec4 fragColor;
  5. void main() {
  6. const float autoExposureSpeed = 1.0;
  7. fragColor.a = 0.01 * autoExposureSpeed;
  8. fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb +
  9. textureLod(tex, vec2(0.2, 0.2), 0.0).rgb +
  10. textureLod(tex, vec2(0.8, 0.2), 0.0).rgb +
  11. textureLod(tex, vec2(0.2, 0.8), 0.0).rgb +
  12. textureLod(tex, vec2(0.8, 0.8), 0.0).rgb;
  13. fragColor.rgb /= 5.0;
  14. }