interstellar / src /shaders /luminosityHighPass.glsl
Pim Schreurs
Modernize the whole codebase; improve rendering
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uniform sampler2D tDiffuse;
uniform vec3 defaultColor;
uniform float defaultOpacity;
uniform float luminosityThreshold;
uniform float smoothWidth;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
vec3 luma = vec3( 0.299, 0.587, 0.114 );
float v = dot( texel.xyz, luma );
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
gl_FragColor = mix( outputColor, texel, alpha );
}