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armorpaint/base/shaders/histogram_pass.frag.glsl
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#version 450
uniform sampler2D tex;
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in vec2 tex_coord;
out vec4 frag_color;
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void main() {
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const float auto_exposure_speed = 1.0;
frag_color.a = 0.01 * auto_exposure_speed;
frag_color.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb +
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textureLod(tex, vec2(0.2, 0.2), 0.0).rgb +
textureLod(tex, vec2(0.8, 0.2), 0.0).rgb +
textureLod(tex, vec2(0.2, 0.8), 0.0).rgb +
textureLod(tex, vec2(0.8, 0.8), 0.0).rgb;
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frag_color.rgb /= 5.0;
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}