Mindustry/core/assets/bloomshaders/alpha_threshold.frag

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uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying vec2 v_texCoords;
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void main(){
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vec4 color = texture2D(u_texture0, v_texCoords);
if(color.r + color.g + color.b > 0.5 * 3.0){
gl_FragColor = color;
}else{
gl_FragColor = vec4(0.0);
}
//gl_FragColor = (texture2D(u_texture0, v_texCoords) - vec4(threshold.r)) * threshold.g;
}