//@renderpasses 0 uniform sampler2D r_SourceBuffer; uniform vec2 r_SourceBufferScale; varying vec2 v_SourceBufferCoords; //@vertex attribute vec2 a_Position; attribute vec2 a_TexCoord0; void main(){ v_SourceBufferCoords=a_TexCoord0 * r_SourceBufferScale; gl_Position=vec4( a_Position*2.0-1.0,-1.0,1.0 ); } //@fragment void main(){ gl_FragColor=vec4( pow( texture2D( r_SourceBuffer,v_SourceBufferCoords ).rgb,vec3( 1.0/2.2 ) ),1.0 ); }