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- varying vec2 texcoord;
-
- uniform sampler2D tex;
-
- uniform float intensity_scale;
- uniform float gamma;
-
- void main()
- {
- vec4 rgba = texture2D(tex, texcoord);
- gl_FragColor = vec4(pow(intensity_scale * rgba.rgb, vec3(1.0 / gamma)), 1.0);
- }
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