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fgdata/Shaders/bloom-combine.frag

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GLSL
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uniform sampler2D color_tex;
uniform sampler2D spec_emis_tex;
void main() {
vec2 coords = gl_TexCoord[0].xy;
vec4 spec_emis = texture2D( spec_emis_tex, coords );
if ( spec_emis.a < 0.1 )
spec_emis.z = 0.0;
vec3 tcolor = texture2D( color_tex, coords ).rgb;
gl_FragColor = vec4(tcolor * spec_emis.z, 1.0);
}