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- #ifdef GL_ES
- precision highp float;
- #endif
- uniform sampler2D texture;
- uniform mat3 color_matrix;
- uniform float inv_gamma;
- uniform float blacklevel;
- varying vec2 top_left_uv;
- varying vec2 top_right_uv;
- varying vec2 bottom_left_uv;
- varying vec2 bottom_right_uv;
- void
- main()
- {
-
-
-
- vec4 samples = vec4(texture2D(texture, top_left_uv).r,
- texture2D(texture, top_right_uv).r,
- texture2D(texture, bottom_left_uv).r,
- texture2D(texture, bottom_right_uv).r);
- vec3 color = vec3(samples.z, samples.z, samples.z);
-
- vec3 gamma_color = pow(color, vec3(inv_gamma));
- gl_FragColor = vec4(gamma_color, 1);
- }
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