1#import "Common/ShaderLib/MultiSample.glsllib" 2 3uniform COLORTEXTURE m_Texture; 4in vec2 texCoord; 5 6uniform float m_gamma; 7 8vec3 gamma(vec3 L,float gamma) 9{ 10 return pow(L, vec3(1.0 / gamma)); 11} 12 13void main() { 14 vec4 texVal = texture2D(m_Texture, texCoord); 15 16 if(m_gamma > 0.0) 17 { 18 texVal.rgb = gamma(texVal.rgb , m_gamma); 19 } 20 21 #ifdef COMPUTE_LUMA 22 texVal.a = dot(texVal.rgb, vec3(0.299, 0.587, 0.114)); 23 #endif 24 25 gl_FragColor = texVal; 26}