armory/Shaders/histogram_pass/histogram_pass.frag.glsl
2017-08-14 10:31:08 +02:00

21 lines
353 B
GLSL

#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec3 color = texture(tex, texCoord).rgb;
// const vec3 W = vec3(0.2125, 0.7154, 0.0721);
float luminance = dot(color, vec3(0.30, 0.59, 0.11));
fragColor.r = luminance;
// Gen mipmaps
// To 64x1 1D histogram
}