BloomExtract.fsh 223 B

123456789
  1. uniform sampler2D TextureSampler_s0;
  2. uniform float BloomThreshold;
  3. void main()
  4. {
  5. vec4 c = texture2D(TextureSampler_s0, gl_TexCoord[0].xy);
  6. gl_FragColor = clamp((c - BloomThreshold )/ (1.0-BloomThreshold),0.0, 1.0);
  7. }