uniform sampler2DRect colorSampler; uniform float threshold; layout(location = 0)out vec3 filter; void main(void) { vec3 color = texelFetch(colorSampler, ivec2(gl_FragCoord.xy)).xyz; float luminance = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b; filter = luminance > threshold ? color : vec3(0); }