forked from LeenkxTeam/LNXSDK
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18
leenkx/Shaders/histogram_pass/histogram_pass.frag.glsl
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18
leenkx/Shaders/histogram_pass/histogram_pass.frag.glsl
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#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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leenkx/Shaders/histogram_pass/histogram_pass.json
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leenkx/Shaders/histogram_pass/histogram_pass.json
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{
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"contexts": [
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{
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"name": "histogram_pass",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"blend_source": "source_alpha",
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"blend_destination": "inverse_source_alpha",
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"blend_operation": "add",
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"links": [],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "histogram_pass.frag.glsl"
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}
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]
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}
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