Mindustry/core/assets/bloomshaders/maskedtreshold.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 tex = texture2D(u_texture0, v_texCoords);
vec3 colors = (tex.rgb - threshold.r) * threshold.g * tex.a;
gl_FragColor = vec4(colors, tex.a);
}