#include "Uniforms.glsl" #include "Samplers.glsl" #include "Transform.glsl" #include "ScreenPos.glsl" #include "PostProcess.glsl" varying vec2 vScreenPos; void VS() { mat4 modelMatrix = iModelMatrix; vec3 worldPos = GetWorldPos(modelMatrix); gl_Position = GetClipPos(worldPos); vScreenPos = GetScreenPosPreDiv(gl_Position); } void PS() { vec3 color = texture2D(sDiffMap, vScreenPos).rgb; gl_FragColor = vec4(ToInverseGamma(color), 1.0); }