#version 120 #extension GL_EXT_gpu_shader4 : enable #include "lib/settings.glsl" uniform sampler2D colortex3; // Compute 3x3 min max for TAA //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:06 */ ivec2 center = ivec2(gl_FragCoord.xy); vec3 current = texelFetch2D(colortex3, center, 0).rgb; vec3 cMin = current; vec3 cMax = current; current = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); current = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb; cMin = min(cMin, current); cMax = max(cMax, current); gl_FragData[0].rgb = cMax; gl_FragData[1].rgb = cMin; }