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