#version 450 #include "compiled.inc" uniform sampler2D texdepth; uniform vec2 screenSizeInv; in vec2 texCoord; out float fragColor; void main() { float d0 = textureLod(texdepth, texCoord, 0.0).r; float d1 = textureLod(texdepth, texCoord + vec2(screenSizeInv.x, 0.0), 0.0).r; float d2 = textureLod(texdepth, texCoord + vec2(0.0, screenSizeInv.y), 0.0).r; float d3 = textureLod(texdepth, texCoord + vec2(screenSizeInv.x, screenSizeInv.y), 0.0).r; fragColor = max(max(d0, d1), max(d2, d3)); }