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- //@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 );
- }
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