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/**
* @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);
}
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