uniform sampler2D m_Texture; | |
varying vec2 texCoord; | |
uniform float m_gamma; | |
vec3 gamma(vec3 L,float gamma) | |
{ | |
return pow(L, vec3(1.0 / gamma)); | |
} | |
void main() { | |
vec4 texVal = texture2D(m_Texture, texCoord); | |
if(m_gamma > 0.0) | |
{ | |
texVal.rgb = gamma(texVal.rgb , m_gamma); | |
} | |
#ifdef COMPUTE_LUMA | |
texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114)); | |
#endif | |
gl_FragColor = texVal; | |
} |