#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; vec3 col0 = texelFetch2D(colortex3, center, 0).rgb; vec3 col1 = texelFetch2D(colortex3, center + ivec2(1, 1), 0).rgb; vec3 col2 = texelFetch2D(colortex3, center + ivec2(1, -1), 0).rgb; vec3 col3 = texelFetch2D(colortex3, center + ivec2(-1, -1), 0).rgb; vec3 col4 = texelFetch2D(colortex3, center + ivec2(-1, 1), 0).rgb; vec3 col5 = texelFetch2D(colortex3, center + ivec2(0, 1), 0).rgb; vec3 col6 = texelFetch2D(colortex3, center + ivec2(0, -1), 0).rgb; vec3 col7 = texelFetch2D(colortex3, center + ivec2(-1, 0), 0).rgb; vec3 col8 = texelFetch2D(colortex3, center + ivec2(1, 0), 0).rgb; vec3 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8)))))))); vec3 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8)))))))); vec3 colMax5 = max(col0,max(col5,max(col6,max(col7,col8)))); vec3 colMin5 = min(col0,min(col5,min(col6,min(col7,col8)))); colMin = 0.5 * (colMin + colMin5); colMax = 0.5 * (colMax + colMax5); gl_FragData[0].rgb = colMax; gl_FragData[1].rgb = colMin; }