light_world.lua/lib/shaders/postshaders/hdr_tv.glsl

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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec4 rgb = Texel(texture, texture_coords);
vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0));
if (fract(pixel_coords.y * 0.5) > 0.5) intens = rgb * 0.8;
intens.a = 1.0;
return intens;
}