qzdoom/wadsrc/static/shaders/glsl/bloomextract.fp
2016-07-27 21:50:30 +02:00

14 lines
256 B
GLSL

#version 330
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));
}