Bliss-Shader/shaders/composite7.fsh
Xonk 216db6b84d Latest Dev
its very scary to look at
2023-01-12 15:28:19 -05:00

47 lines
1.7 KiB
GLSL

#version 120
#extension GL_EXT_gpu_shader4 : enable
#include "lib/settings.glsl"
uniform sampler2D colortex3;
// Compute 3x3 min max for TAA
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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;
}