17 lines
428 B
GLSL
17 lines
428 B
GLSL
uniform sampler2D texture0; /*unit0*/
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uniform float u_inv_gamma;
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uniform vec4 u_tint;
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uniform int u_has_tex;
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in vec2 uv;
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out vec4 fragcolor;
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void main() {
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vec4 texel = texture( texture0, uv );
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if (u_has_tex > 0) {
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fragcolor = vec4(texel.xyz*u_tint.xyz, texel.a*u_tint.a);
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} else {
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fragcolor = u_tint;
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}
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fragcolor.rgb = pow( fragcolor.rgb, vec3( u_inv_gamma ) ); // defaults: 1.0/2.2 gamma
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} |