uniform sampler2D hdrSampler;
in vec2 texCoord;
out vec4 outBrightColor;
void main() {
vec3 hdrPixel = texture(hdrSampler, texCoord).rgb;
if (S_Luminance(hdrPixel) > 1.0) {
outBrightColor = vec4(hdrPixel, 0.0);
} else {
outBrightColor = vec4(0.0);
}
}