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uniform sampler2D tex0;
uniform vec3 u_contrastAdd;
uniform vec3 u_contrastMult;
in vec4 v_color;
in vec2 v_tex0;
in float v_fog;
out vec4 color;
void
main(void)
{
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
color.a = 1.0f;
}
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