uniform sampler2D ove_maintex; uniform vec2 viewport; uniform float histogram_scale; uniform float histogram_power; in vec2 ove_texcoord; out vec4 frag_color; void main(void) { vec3 col = vec3(0.0); float histogram_height = ceil(viewport.y * histogram_scale); vec3 histogram_ratio = vec3(0.0); vec3 sum = vec3(0.0); float ratio = 0.0; vec3 total_pixels = vec3(ceil(viewport.x * viewport.y * histogram_scale)); for (int i = 0; float(i) < histogram_height; i++) { ratio = float(i) / float(histogram_height - 1.0); sum += texture( ove_maintex, vec2(ove_texcoord.x, ratio) ).rgb; } histogram_ratio = pow(sum / total_pixels, vec3(histogram_power)); col = step(vec3(ove_texcoord.y), histogram_ratio); frag_color = vec4(col, 1.0); }