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1#import "Common/ShaderLib/MultiSample.glsllib"
2
3uniform COLORTEXTURE m_Texture;
4
5uniform float m_ExposurePow;
6uniform float m_ExposureCutoff;
7
8in vec2 texCoord;
9out vec4 outFragColor;
10
11#ifdef HAS_GLOWMAP
12  uniform sampler2D m_GlowMap;
13#endif
14
15void main(){
16   vec4 color = vec4(0.0);
17   #ifdef DO_EXTRACT
18     color = getColorSingle(m_Texture, texCoord);
19     if ( (color.r + color.g + color.b) / 3.0 >= m_ExposureCutoff ) {
20         color = pow(color, vec4(m_ExposurePow));
21     }else{
22         color = vec4(0.0);
23     }
24   #endif
25
26   #ifdef HAS_GLOWMAP
27        vec4 glowColor = texture2D( m_GlowMap, texCoord );
28        glowColor = pow(glowColor, vec4(m_ExposurePow));
29        color += glowColor;
30   #endif
31
32   outFragColor = color;
33}
34