qzdoom/wadsrc/static/shaders/glsl/exposureextract.fp
2019-03-05 18:55:31 +01:00

11 lines
280 B
GLSL

layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D SceneTexture;
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);
}