[layout(std140)] struct ViewerData { projectionMatrix: mat4, invProjectionMatrix: mat4, viewMatrix: mat4, invViewMatrix: mat4, viewProjMatrix: mat4, invViewProjMatrix: mat4, renderTargetSize: vec2, invRenderTargetSize: vec2, eyePosition: vec3 } external { [set(0), binding(0)] viewerData: uniform, [set(0), binding(1)] colorTexture: sampler2D, } struct FragIn { [builtin(fragcoord)] fragcoord: vec4, [location(0)] uv: vec2 } struct FragOut { [location(0)] color: vec4 } struct VertIn { [location(0)] pos: vec2, [location(1)] uv: vec2 } struct VertOut { [builtin(position)] position: vec4, [location(0)] uv: vec2 } [entry(frag)] fn main(input: FragIn) -> FragOut { /*let BrightLuminance = 0.8; let BrightMiddleGrey = 0.5; let BrightThreshold = 0.7; let color = colorTexture.Sample(input.uv).rgb; color *= BrightMiddleGrey / BrightLuminance; color *= vec3(1.0, 1.0, 1.0) + (color / (BrightThreshold*BrightThreshold)); color -= vec3(0.5, 0.5, 0.5); color /= vec3(1.0, 1.0, 1.0) + color;*/ let output: FragOut; //output.color = vec4(max(color, vec3(0.0, 0.0, 0.0)), 1.0); let color = colorTexture.Sample(input.uv).rgb; let brightness = dot(color, vec3(0.2126, 0.7152, 0.0722)); if (brightness > 1.0) output.color = vec4(color, 1.0); else output.color = vec4(0.0, 0.0, 0.0, 1.0); return output; } [entry(vert)] fn main(input: VertIn) -> VertOut { let output: VertOut; output.position = vec4(input.pos, 0.0, 1.0); output.uv = input.uv; return output; }