sneaky shader
parent
bd19dba3a3
commit
a7e3a924aa
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@ -374035,10 +374035,10 @@ static const char *dd_fs = "//" FILELINE "\n"
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// "precision mediump float;\n"
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"in vec3 out_color;\n"
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"out vec4 fragcolor;\n"
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"uniform float gamma; /// set:2.2\n"
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"uniform float u_gamma; /// set:2.2\n"
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"void main() {\n"
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" fragcolor = vec4(out_color, 1.0);\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(gamma));\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(u_gamma));\n"
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"}";
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#define X(x) RGBX(x,255)
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@ -13,10 +13,10 @@ static const char *dd_fs = "//" FILELINE "\n"
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// "precision mediump float;\n"
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"in vec3 out_color;\n"
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"out vec4 fragcolor;\n"
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"uniform float gamma; /// set:2.2\n"
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"uniform float u_gamma; /// set:2.2\n"
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"void main() {\n"
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" fragcolor = vec4(out_color, 1.0);\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(gamma));\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(u_gamma));\n"
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"}";
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#define X(x) RGBX(x,255)
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@ -21190,10 +21190,10 @@ static const char *dd_fs = "//" FILELINE "\n"
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// "precision mediump float;\n"
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"in vec3 out_color;\n"
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"out vec4 fragcolor;\n"
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"uniform float gamma; /// set:2.2\n"
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"uniform float u_gamma; /// set:2.2\n"
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"void main() {\n"
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" fragcolor = vec4(out_color, 1.0);\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(gamma));\n"
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" fragcolor.rgb = pow(fragcolor.rgb, vec3(u_gamma));\n"
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"}";
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#define X(x) RGBX(x,255)
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