Cubyz/assets/cubyz/shaders/deferred_render_pass.fs

13 lines
284 B
GLSL

#version 430
out vec4 fragColor;
in vec2 texCoords;
uniform sampler2D color;
uniform sampler2D position;
void main() {
fragColor = texture(color, texCoords);
float maxColor = max(0.25, max(fragColor.r, max(fragColor.g, fragColor.b)));
fragColor.rgb = fragColor.rgb/maxColor;
}