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

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in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform vec2 Scale;
uniform vec2 Offset;
void main()
{
vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
FragColor = vec4(max(max(color.r, color.g), color.b), 0.0, 0.0, 1.0);
}