#import "Common/ShaderLib/MultiSample.glsllib" uniform COLORTEXTURE m_Texture; uniform float m_ExposurePow; uniform float m_ExposureCutoff; in vec2 texCoord; #ifdef HAS_GLOWMAP uniform sampler2D m_GlowMap; #endif void main(){ vec4 color; #ifdef DO_EXTRACT color = getColor(m_Texture, texCoord); if ( (color.r + color.g + color.b) / 3.0 < m_ExposureCutoff ) { color = vec4(0.0); }else{ color = pow(color, vec4(m_ExposurePow)); } #endif #ifdef HAS_GLOWMAP vec4 glowColor = texture2D( m_GlowMap, texCoord ); glowColor = pow(glowColor, vec4(m_ExposurePow)); color += glowColor; #endif gl_FragColor = color; }