ExtractBloom.frag 328 B

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  1. uniform sampler2D screenColorBuffer;
  2. uniform float brightThreshold;
  3. void main(void)
  4. {
  5. vec4 color = texture2D(screenColorBuffer,gl_TexCoord[0].st);
  6. float lum = dot(vec4(0.30, 0.59, 0.11, 0.0), color);
  7. if (lum > brightThreshold)
  8. gl_FragColor = color;
  9. else
  10. gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
  11. }