#version 450 core layout( location = 0 ) uniform sampler2D u_InputTexture; layout( location = 1 ) uniform int u_LOD; layout( location = 2 ) uniform vec2 u_OutputSize; layout( location = 0 ) out vec4 o_Color; void main( void ) { vec2 ts = textureSize( u_InputTexture , u_LOD ); ivec2 pos = ivec2( ts * gl_FragCoord.xy / u_OutputSize ); vec3 c = vec3( texelFetch( u_InputTexture , pos , u_LOD ).r ); o_Color = vec4( 1 - c / ( c + 1 ) , 1 ); }