Pixel-Composer/build/Windows/0/cache/sh_get_max_downsampled.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform sampler2D surfaceMax;
uniform sampler2D surfaceMin;
vec4 sample(sampler2D tex, vec2 pos) { return texture2D( tex, clamp(pos, 0., 1.) ); }
void main() {
vec2 tx = 1. / dimension;
vec4 cMax = vec4(0.);
cMax = max(cMax, sample( surfaceMax, v_vTexcoord + vec2(0., 0.) * tx ));
cMax = max(cMax, sample( surfaceMax, v_vTexcoord + vec2(1., 0.) * tx ));
cMax = max(cMax, sample( surfaceMax, v_vTexcoord + vec2(0., 1.) * tx ));
cMax = max(cMax, sample( surfaceMax, v_vTexcoord + vec2(1., 1.) * tx ));
vec4 cMin = vec4(1.);
cMin = min(cMin, sample( surfaceMax, v_vTexcoord + vec2(0., 0.) * tx ));
cMin = min(cMin, sample( surfaceMax, v_vTexcoord + vec2(1., 0.) * tx ));
cMin = min(cMin, sample( surfaceMax, v_vTexcoord + vec2(0., 1.) * tx ));
cMin = min(cMin, sample( surfaceMax, v_vTexcoord + vec2(1., 1.) * tx ));
gl_FragData[0] = cMax;
gl_FragData[1] = cMin;
}