smrendererv3/SMCode/SM.Base/Shaders/Extensions/fragment/textureGamma.glsl

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GLSL

#version 330
uniform float Gamma;
vec4 texture2DGamma(sampler2D s, vec2 P) {
vec4 tex = texture2D(s, P);
return vec4(pow(tex.rgb, vec3(Gamma)), tex.a);
}