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