- New atmosphering rendering technique based on my own work. - Attempt to fix some remaining transparency issues. - Use a luminance histogram for auto exposure. - Add support for clustered shading. - Add WS 2.0 shaders. - Add 3D cloud shaders. - Add orthoscenery support.
20 lines
477 B
GLSL
20 lines
477 B
GLSL
#version 330 core
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out uint fragHits;
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uniform usampler2D partial_histogram_tex;
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void main()
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{
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ivec2 partial_histogram_size = textureSize(partial_histogram_tex, 0); // screen x 256
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uint bin = uint(gl_FragCoord.x); // [0, 255]
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uint hits = 0u;
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for (int column = 0; column < partial_histogram_size.x; ++column) {
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uint partial_hits = texelFetch(partial_histogram_tex, ivec2(column, bin), 0).r;
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hits += partial_hits;
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}
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fragHits = hits;
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}
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