qzdoom/wadsrc/static/shaders/glsl/bloomextract.fp
2016-08-14 09:05:50 +02:00

14 lines
300 B
GLSL

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