forked from LeenkxTeam/LNXSDK
19 lines
500 B
GLSL
19 lines
500 B
GLSL
#version 450
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#include "compiled.inc"
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uniform sampler2D texdepth;
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uniform vec2 screenSizeInv;
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in vec2 texCoord;
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out float fragColor;
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void main() {
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float d0 = textureLod(texdepth, texCoord, 0.0).r;
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float d1 = textureLod(texdepth, texCoord + vec2(screenSizeInv.x, 0.0), 0.0).r;
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float d2 = textureLod(texdepth, texCoord + vec2(0.0, screenSizeInv.y), 0.0).r;
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float d3 = textureLod(texdepth, texCoord + vec2(screenSizeInv.x, screenSizeInv.y), 0.0).r;
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fragColor = max(max(d0, d1), max(d2, d3));
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}
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