#version 150 uniform sampler2D DiffuseSampler; uniform sampler2D PrevSampler; in vec2 texCoord; in vec2 oneTexel; uniform vec2 InSize; uniform vec3 Phosphor = vec3(0.7, 0.0, 0.0); uniform float LerpFactor = 1.0; out vec4 fragColor; void main() { vec4 CurrTexel = texture(DiffuseSampler, texCoord); vec4 PrevTexel = texture(PrevSampler, texCoord); float factor = Phosphor.r; if (Phosphor.g == 1) { fragColor = vec4(max(PrevTexel.rgb * vec3(factor), CurrTexel.rgb), 1.0); } else { fragColor = vec4(mix(PrevTexel.rgb, CurrTexel.rgb, factor), 1.0); } }