blob: 90b2adedcb81c3a6d2331ff41f51f9142cf792ce [file] [log] [blame]
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;
}