armory/Shaders/bloom_pass/bloom_pass.frag.glsl
2018-08-30 15:42:25 +02:00

19 lines
322 B
GLSL
Executable file

#version 450
#include "compiled.inc"
uniform sampler2D tex;
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);
}