forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			19 lines
		
	
	
		
			500 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
		
			500 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| #include "compiled.inc"
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| 
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| uniform sampler2D texdepth;
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| uniform vec2 screenSizeInv;
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| 
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| in vec2 texCoord;
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| 
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| out float fragColor;
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| 
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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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