uniform sampler2D tex; uniform float low; out vec4 FragColor; vec3 getCIEYxy(vec3 rgbColor); void main() { vec2 uv = gl_FragCoord.xy / 512; vec3 col = texture(tex, uv).xyz; float luma = getCIEYxy(col).x; col *= smoothstep(1., 10., luma); FragColor = vec4(col, 1.0); }