uniform sampler2D lumSampler;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
vec2 invSize;
};
in vec2 texCoord;
out float outLum;
void main() {
float lum0 = texture(lumSampler, texCoord).r;
float lum1 = texture(lumSampler, texCoord + vec2(invSize.x, 0.0)).r;
float lum2 = texture(lumSampler, texCoord + invSize).r;
float lum3 = texture(lumSampler, texCoord + vec2(0.0, invSize.y)).r;
outLum = (lum0 + lum1 + lum2 + lum3) / 4.0;
}