gzdoom-gles/wadsrc/static/shaders/glsl/bloomextract.fp

13 lines
242 B
Plaintext
Raw Normal View History

2016-07-27 19:50:30 +00:00
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform float ExposureAdjustment;
void main()
{
vec4 color = texture(SceneTexture, TexCoord);
FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
}