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- 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);
- }
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