uniform float uGlowThreshold;

vec3 applyGlow(vec3 color)
{
	//float luminance = dot(color, vec3(0.299, 0.587, 0.114));
	//float luminance = dot(color, vec3(0.4, 0.5, 0.3));
	
	// This part has been moved to store_hdr
	//float luminance = max(color.r, max(color.g, color.b));
	//float lumHigh = max(uGlowThreshold, 0.1);
	//float lumLow = lumHigh-0.1;
	//color = mix(vec3(0.0), color, clamp((luminance-lumLow) / (lumHigh - lumLow), 0.0, 1.0));

	return color;
}
