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

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in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D SceneTexture;
layout(binding=1) uniform sampler2D ExposureTexture;
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void main()
{
float exposureAdjustment = texture(ExposureTexture, vec2(0.5)).x;
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vec4 color = texture(SceneTexture, Offset + TexCoord * Scale);
FragColor = max(vec4((color.rgb + vec3(0.001)) * exposureAdjustment - 1, 1), vec4(0));
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}