#version 450 #include "compiled.inc" #ifdef _CPostprocess uniform vec3 PPComp8; #endif uniform sampler2D tex; in vec2 texCoord; out vec4 fragColor; void main() { #ifdef _CPostprocess fragColor.a = 0.01 * PPComp8.z; #else fragColor.a = 0.01 * autoExposureSpeed; #endif fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb + textureLod(tex, vec2(0.2, 0.2), 0.0).rgb + textureLod(tex, vec2(0.8, 0.2), 0.0).rgb + textureLod(tex, vec2(0.2, 0.8), 0.0).rgb + textureLod(tex, vec2(0.8, 0.8), 0.0).rgb; fragColor.rgb /= 5.0; }