/** * @file extractF.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ uniform sampler2DRect RenderTexture; uniform float extractLow; uniform float extractHigh; uniform vec3 lumWeights; void main(void) { /// Get scene color vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st)); /// Extract luminance and scale up by night vision brightness float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights)); gl_FragColor = vec4(vec3(lum), 1.0); }