24 lines
454 B
GLSL
24 lines
454 B
GLSL
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#version 310 es
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precision mediump float;
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precision mediump int;
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layout(binding = 0) uniform mediump sampler2D tex;
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layout(binding = 1) uniform Count
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{
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float count;
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};
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layout(location = 0) in highp vec4 vertex;
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layout(location = 0) out vec4 fragColor;
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void main() {
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highp float size = 1.0 / float(textureSize(tex, 0).x);
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float r = 0.0;
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float d = dFdx(vertex.x);
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for (float i = 0.0; i < count ; i += 1.0)
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r += size * d;
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fragColor = vec4(r);
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}
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