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fgdata/Shaders/HDR/histogram_aggregate.frag

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GLSL
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#version 330 core
layout(location = 0) out uint fragHits;
uniform usampler2D partial_histogram_tex;
void main()
{
ivec2 partial_histogram_size = textureSize(partial_histogram_tex, 0); // screen x 256
uint bin = uint(gl_FragCoord.x); // [0, 255]
uint hits = 0u;
for (int column = 0; column < partial_histogram_size.x; ++column) {
uint partial_hits = texelFetch(partial_histogram_tex, ivec2(column, bin), 0).r;
hits += partial_hits;
}
fragHits = hits;
}