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libs/qglview/shaders/bloom_pass_0.frag

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GLSL

#version 150
uniform sampler2D t0;
uniform float factor = 1., threshold = 0.8;
void main(void) {
qgl_FragData[0].rgb = max(texelFetch(t0, ivec2(gl_FragCoord.xy), 0).rgb - vec3(threshold), vec3(0.)) * factor;
}