#version 430 core in vec2 uv; out vec3 color; layout(std430, binding=2) buffer renderedData { uint counts_SSBO[]; }; uniform uint width; uniform uint height; uvec3 getColorAt(vec2 fragCoord) { uint xIndex = uint(max(0.0,(fragCoord.x+1.0)*0.5*width)); uint yIndex = uint(max(0.0,abs(fragCoord.y)*height)); uint firstIndex = 3*(xIndex + yIndex * width); return uvec3(counts_SSBO[firstIndex],counts_SSBO[firstIndex+1],counts_SSBO[firstIndex+2]); } void main(){ uvec3 totalCount = getColorAt(uv) + getColorAt(vec2(uv.x, -uv.y)); uvec3 brightness = getColorAt(vec2(-0.2390625,0)); vec3 scaled = vec3(totalCount)/max(length(vec3(brightness)),1.0); color = scaled; }