16 lines
358 B
GLSL
16 lines
358 B
GLSL
#version 330 core
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out vec4 FragColor;
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in vec2 TexCoord;
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uniform sampler2D sceneTex;
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uniform float threshold = 1.0;
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void main() {
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vec3 c = texture(sceneTex, TexCoord).rgb;
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float luma = dot(c, vec3(0.2125, 0.7154, 0.0721));
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float bright = max(luma - threshold, 0.0);
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vec3 masked = c * step(0.0, bright);
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FragColor = vec4(masked, 1.0);
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}
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