20 lines
385 B
Plaintext
20 lines
385 B
Plaintext
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//the bloom filter
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//filter out any texels which are not to bloom
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varying vec2 tc;
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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void main ()
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{
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tc = v_texcoord;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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uniform sampler2D s_t0;
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void main ()
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{
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gl_FragColor = (texture2D(s_t0, tc) - vec4(0.5, 0.5, 0.5, 0.0)) * vec4(2.0,2.0,2.0,1.0);
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}
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#endif
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