uniform sampler2D screenColorBuffer; uniform float brightThreshold; void main(void) { vec4 color = texture2D(screenColorBuffer,gl_TexCoord[0].st); float lum = dot(vec4(0.30, 0.59, 0.11, 0.0), color); if (lum > brightThreshold) gl_FragColor = color; else gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); }