#version 150 uniform sampler2D DiffuseSampler; uniform sampler2D PrevSampler; in vec2 texCoord; in vec2 oneTexel; uniform vec2 InSize; uniform vec3 Phosphor; out vec4 fragColor; void main() { vec4 CurrTexel = texture(DiffuseSampler, texCoord); vec4 PrevTexel = texture(PrevSampler, texCoord); fragColor = vec4(max(PrevTexel.rgb * Phosphor, CurrTexel.rgb), 1.0); }