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35 lines
718 B
GLSL
35 lines
718 B
GLSL
#extension GL_ARB_texture_rectangle : enable
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uniform sampler2DRect u_texture2DRect;
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vec4 selectBrightest()
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{
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const int siz = 5;
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const int halfSize = 2;
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vec4 maxSample = vec4(0, 0, 0, 0);
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for (int y = 0; y < siz; y++)
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{
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for (int x = 0; x < siz; x++)
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{
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vec4 t = texture2DRect(u_texture2DRect, gl_FragCoord.xy + vec2(x - halfSize, y - halfSize));
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if (t.a > maxSample.a)
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{
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maxSample = t;
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}
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}
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}
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return maxSample;
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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void main()
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{
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gl_FragData[0] = selectBrightest();
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}
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