uniform sampler2D ove_maintex; uniform vec2 viewport; uniform float histogram_scale; in vec2 ove_texcoord; out vec4 frag_color; void main(void) { float histogram_width = ceil(histogram_scale * viewport.y); float quantisation = 1.0 / (histogram_width - 1.0); vec3 cur_col = vec3(0.0); vec3 sum = vec3(0.0); float ratio = 0.0; for (int i = 0; float(i) < histogram_width; i++) { ratio = float(i) / float(histogram_width - 1.0); cur_col = texture( ove_maintex, vec2(ove_texcoord.y, ratio) ).rgb; sum += step(vec3(ove_texcoord.x - quantisation), cur_col) * step(cur_col, vec3(ove_texcoord.x + quantisation)) + ( // Account for values beyond the upper x limit. step(1.0 - quantisation, ove_texcoord.x) * step(vec3(1.0 - quantisation), cur_col) ); } frag_color = vec4(sum, 1.0); }