#version 450

layout(push_constant) uniform Push
{
	vec4 SourceSize;
	vec4 OriginalSize;
	vec4 OutputSize;
	uint FrameCount;
} params;

layout(std140, set = 0, binding = 0) uniform UBO
{
	mat4 MVP;
} global;

const vec3 Y = vec3(.2126, .7152, .0722);

#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;

void main()
{
   gl_Position = global.MVP * Position;
   vTexCoord = TexCoord*vec2(1.01, 1.01); // Fix shifted Mipmap when lod > 3.0.
}

#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;

void main()
{
   vec3 color = textureLod(Source, vTexCoord, 4.0).rgb;

   FragColor = vec4(color, dot(color, Y));
}
