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- #include<helperFunctions>
- // Samplers
- varying vec2 vUV;
- uniform sampler2D textureSampler;
- uniform float threshold;
- uniform float exposure;
- void main(void)
- {
- gl_FragColor = texture2D(textureSampler, vUV);
- float luma = getLuminance(gl_FragColor.rgb * exposure);
- gl_FragColor.rgb = step(threshold, luma) * gl_FragColor.rgb;
- }
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