Cubyz/assets/cubyz/shaders/deferred_render_pass.fs
2023-09-01 10:42:10 +02:00

13 lines
286 B
GLSL

#version 430
out vec4 fragColor;
in vec2 texCoords;
uniform sampler2D color;
void main() {
fragColor = texture(color, texCoords);
fragColor.rgb /= fragColor.a;
float maxColor = max(1.0, max(fragColor.r, max(fragColor.g, fragColor.b)));
fragColor.rgb = fragColor.rgb/maxColor;
}