27 lines
596 B
GLSL
27 lines
596 B
GLSL
#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);
|
|
}
|
|
}
|