#version 450 #include "compiled.inc" uniform sampler2D tex; #ifdef _CPostprocess uniform vec3 PPComp10; #endif in vec2 texCoord; out vec4 fragColor; void main() { vec3 col = textureLod(tex, texCoord, 0.0).rgb; float brightness = dot(col, vec3(0.2126, 0.7152, 0.0722)); #ifdef _CPostprocess if (brightness > PPComp10.z) { fragColor.rgb = col; } else { fragColor.rgb = vec3(0.0); } #else if (brightness > bloomThreshold) { fragColor.rgb = col; } else { fragColor.rgb = vec3(0.0); } #endif }