gzdoom/wadsrc/static/shaders/glsl/gammacorrection.fp

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uniform sampler2D tex;
uniform sampler2D texture2;
in vec4 vTexCoord;
void applyGamma(int channel)
{
vec4 color = texture(texture2, vec2(FragColor[channel], 0.0));
FragColor[channel] = color[channel];
}
void main()
{
FragColor = texture(tex, vTexCoord.st);
// /* DEBUG */ if (vTexCoord.x > 0.5)
{
applyGamma(0);
applyGamma(1);
applyGamma(2);
}
FragColor.a = 1.0;
}