28 lines
557 B
GLSL
28 lines
557 B
GLSL
#version 450
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#include "compiled.inc"
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#ifdef _CPostprocess
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uniform vec3 PPComp8;
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#endif
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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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#ifdef _CPostprocess
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fragColor.a = 0.01 * PPComp8.z;
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#else
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fragColor.a = 0.01 * autoExposureSpeed;
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#endif
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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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