#version 120 uniform sampler2D DiffuseSampler; uniform sampler2D PrevSampler; varying vec2 texCoord; varying vec2 oneTexel; uniform vec2 InSize; uniform vec3 Phosphor = vec3(0.7, 0.7, 0.7); uniform float LerpFactor = 1.0; void main() { vec4 CurrTexel = texture2D(DiffuseSampler, texCoord); vec4 PrevTexel = texture2D(PrevSampler, texCoord); gl_FragColor = vec4(max(PrevTexel.rgb * Phosphor, CurrTexel.rgb), 1.0); }