31 lines
735 B
GLSL
31 lines
735 B
GLSL
#version 430
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layout (binding = 0) uniform sampler2D Texture;
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uniform int MaxMipMap;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 result = vec4(0.0, 0.0, 0.0, 0.0);
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for(int i = 0; i < MaxMipMap; i++) {
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result += textureLod(Texture, Input.TextureCoordinate, i);
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}
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fragmentColor = result;
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/*
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vec4 texel0 = textureLod(Texture, Input.TextureCoordinate, 0);
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vec4 texel1 = textureLod(Texture, Input.TextureCoordinate, 1);
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vec4 texel2 = textureLod(Texture, Input.TextureCoordinate, 2);
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vec4 texel3 = textureLod(Texture, Input.TextureCoordinate, 3);
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vec4 texel4 = textureLod(Texture, Input.TextureCoordinate, 4);
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fragmentColor = texel0 + texel1 + texel2 + texel3 + texel4;*/
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}
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