armory/raw/bloom_pass/bloom_pass.frag.glsl
2016-08-13 20:38:45 +02:00

25 lines
412 B
GLSL

#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "../compiled.glsl"
uniform sampler2D tex;
in vec2 texCoord;
out vec4 outColor;
//const float bloomTreshold = 3.0;
void main() {
vec4 col = texture(tex, texCoord);
float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));
if (brightness > bloomTreshold) {
outColor.rgb = vec3(col.rgb);
return;
}
outColor.rgb = vec3(0.0);
}