// All content © 2010-2011 DigiPen (USA) Corporation, all rights reserved.

//Fragment shader to resample luminance values from a texture and write it into a 1/4 downscaled texture.

// ---------------------------------------------------------------------------
//uniforms

uniform sampler2D	uTexture; //texture to be sampled
uniform vec2		uSampleOffsets[16]; //texture sample offsets

// ---------------------------------------------------------------------------
// varyings

// ---------------------------------------------------------------------------

void main()
{
	gl_FragColor = vec4( normal.x, normal.y, normal.z, -vDepth/uFarClipPlane );
}





