demotool/shaders/bloom-highpass.glsl

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#version 450 core
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 1 ) uniform int u_LOD;
layout( location = 2 ) uniform vec2 u_InputSize;
layout( location = 3 ) uniform vec3 u_FilterParams;
layout( location = 0 ) out vec3 color;
void main( void )
{
vec3 c = textureLod( u_Input , gl_FragCoord.xy / u_InputSize.xy , u_LOD ).xyz;
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color = max( vec3(0) , ( pow( c , vec3( u_FilterParams.x ) ) * u_FilterParams.y - c ) / u_FilterParams.z );
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}