armory/Shaders/max_luminance_pass/max_luminance_pass.frag.glsl
2018-03-07 23:37:47 +01:00

20 lines
346 B
GLSL

#version 450
uniform sampler2D tex;
uniform vec2 texSize;
in vec2 texCoord;
out vec4 fragColor;
void main() {
vec3 col = vec3(0.0);
for (int i = -1; i <= 1; ++i) {
for (int j = -1; j <= 1; ++j) {
vec3 v = texelFetch(tex, ivec2(texCoord * texSize * 2) + ivec2(i, j), 0).rgb;
col = max(col, v);
}
}
fragColor = vec4(col, 1.0);
}