$input v_texcoord0 /* * Copyright 2011-2022 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include "common.sh" SAMPLER2D(s_texColor, 0); void main() { float delta = 0.0001; vec3 rgb0 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[0].xy) ); vec3 rgb1 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[1].xy) ); vec3 rgb2 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[2].xy) ); vec3 rgb3 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[3].xy) ); vec3 rgb4 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[4].xy) ); vec3 rgb5 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[5].xy) ); vec3 rgb6 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[6].xy) ); vec3 rgb7 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[7].xy) ); vec3 rgb8 = decodeRGBE8(texture2D(s_texColor, v_texcoord0+u_offset[8].xy) ); float avg = luma(rgb0).x + luma(rgb1).x + luma(rgb2).x + luma(rgb3).x + luma(rgb4).x + luma(rgb5).x + luma(rgb6).x + luma(rgb7).x + luma(rgb8).x ; avg *= 1.0/9.0; gl_FragColor = encodeRE8(avg); }