17 lines
405 B
GLSL
17 lines
405 B
GLSL
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uniform sampler2D g_Texture0;
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varying vec3 g_ScreenPosition;
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void main() {
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vec2 texCoords = g_ScreenPosition.xy / g_ScreenPosition.z;
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texCoords = texCoords * vec2(0.5, -0.5) + 0.5;
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vec4 sample = texSample2D(g_Texture0, texCoords);
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float lightness = dot(sample.rgb, vec3(0.3, 0.59, 0.11));
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float color = step(lightness, 0.5);
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gl_FragColor = vec4(vec3(1, 1, 1) * color, 1.0);
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}
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