#version 450 #ifdef GL_ES precision mediump float; #endif #include "../compiled.glsl" uniform sampler2D tex; uniform vec2 texStep; in vec2 texCoord; out vec4 fragColor; void main() { vec4 col = texture(tex, texCoord); float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)); if (brightness > bloomThreshold) { fragColor.rgb = col.rgb; return; } fragColor.rgb = vec3(0.0); }