8 lines
No EOL
160 B
GLSL
8 lines
No EOL
160 B
GLSL
#version 330
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uniform float Gamma;
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vec4 texture2DGamma(sampler2D s, vec2 P) {
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vec4 tex = texture2D(s, P);
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return vec4(pow(tex.rgb, vec3(Gamma)), tex.a);
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} |