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fgdata/Shaders/HDR/stars.frag

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GLSL
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#version 330 core
layout(location = 0) out vec4 fragColor;
in VS_OUT {
vec4 color;
} fs_in;
uniform float max_radiance;
void main()
{
fragColor = vec4(fs_in.color.rgb * max_radiance, fs_in.color.a);
}