armory/Shaders/bloom_pass/bloom_pass.frag.glsl
2017-12-13 14:44:21 +01:00

20 lines
345 B
GLSL
Executable file

#version 450
#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);
}