uniform sampler2D tex; uniform float low; #if __VERSION__ >= 130 in vec2 uv; out vec4 FragColor; #else varying vec2 uv; #define FragColor gl_FragColor #endif vec3 getCIEYxy(vec3 rgbColor); void main() { vec3 col = texture(tex, uv).xyz; float luma = getCIEYxy(col).x; col *= smoothstep(1., 2., luma); FragColor = vec4(col, 1.0); }