qzdoom/wadsrc/static/shaders/glsl/bloomextract.fp

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in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D SceneTexture;
uniform float ExposureAdjustment;
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uniform vec2 Scale;
uniform vec2 Offset;
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void main()
{
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vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
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FragColor = max(vec4(color.rgb * ExposureAdjustment - 1, 1), vec4(0));
}