Files
Modularity/Resources/Shaders/postfx_bright_frag.glsl

16 lines
358 B
GLSL

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