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path: root/BuddhaTest/Shaders/BuddhaFragment.glsl
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#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);
    uvec3 brightness = getColorAt(vec2(-0.2390625,0));

    vec3 scaled = vec3(totalCount)/max(length(vec3(brightness)),1.0);
    color = scaled;
}