2016-04-01 01:48:18 +02:00
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#version 450
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#ifdef GL_ES
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precision mediump float;
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#endif
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2017-12-13 14:21:42 +01:00
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#include "compiled.glsl"
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2016-07-18 20:28:52 +02:00
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2016-04-01 01:48:18 +02:00
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uniform sampler2D tex;
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2016-10-21 19:36:08 +02:00
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uniform vec2 texStep;
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2016-04-01 01:48:18 +02:00
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in vec2 texCoord;
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2016-10-12 17:52:27 +02:00
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out vec4 fragColor;
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2016-04-01 01:48:18 +02:00
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void main() {
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2017-11-16 08:52:42 +01:00
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vec4 col = texture(tex, texCoord);
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float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
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if (brightness > bloomThreshold) {
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2017-06-26 22:39:02 +02:00
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fragColor.rgb = col.rgb;
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2017-06-25 23:16:49 +02:00
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return;
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}
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2016-10-12 17:52:27 +02:00
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fragColor.rgb = vec3(0.0);
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2016-04-01 01:48:18 +02:00
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}
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