Imported existing code
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/**
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* @file extractF.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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uniform sampler2DRect RenderTexture;
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uniform float extractLow;
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uniform float extractHigh;
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uniform vec3 lumWeights;
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void main(void)
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{
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/// Get scene color
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vec3 color = vec3(texture2DRect(RenderTexture, gl_TexCoord[0].st));
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/// Extract luminance and scale up by night vision brightness
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float lum = smoothstep(extractLow, extractHigh, dot(color, lumWeights));
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gl_FragColor = vec4(vec3(lum), 1.0);
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}
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