forked from townforge/townforge
29 lines
611 B
GLSL
29 lines
611 B
GLSL
#include "Uniforms.glsl"
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#include "Samplers.glsl"
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#include "Transform.glsl"
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#include "ScreenPos.glsl"
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varying vec2 vScreenPos;
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#ifdef COMPILEPS
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uniform float cGammaValue;
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#endif
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void VS()
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{
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mat4 modelMatrix = iModelMatrix;
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vec3 worldPos = GetWorldPos(modelMatrix);
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gl_Position = GetClipPos(worldPos);
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vScreenPos = GetScreenPosPreDiv(gl_Position);
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}
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void PS()
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{
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vec3 color = texture2D(sDiffMap, vScreenPos).rgb;
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if (cGammaValue != 1.0)
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color = vec3(pow(color.r, cGammaValue), pow(color.g, cGammaValue), pow(color.b, cGammaValue));
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gl_FragColor = vec4(color, 1.0);
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}
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