19 lines
		
	
	
		
			433 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
		
			433 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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#include "compiled.inc"
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uniform sampler2D tex;
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in vec2 texCoord;
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out vec4 fragColor;
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void main() {
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	fragColor.a = 0.01 * autoExposureSpeed;
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	fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb +
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					textureLod(tex, vec2(0.2, 0.2), 0.0).rgb +
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					textureLod(tex, vec2(0.8, 0.2), 0.0).rgb +
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					textureLod(tex, vec2(0.2, 0.8), 0.0).rgb +
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					textureLod(tex, vec2(0.8, 0.8), 0.0).rgb;
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	fragColor.rgb /= 5.0;
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}
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