9 lines
162 B
GLSL
9 lines
162 B
GLSL
#version 120
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uniform sampler2D t0;
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uniform float clum;
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void main(void) {
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gl_FragColor = max((texture2D(t0, gl_TexCoord[0].xy) / clum - 0.8) * 5., vec4(0.));
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}
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