GammaCorrection.glsl 466 B

123456789101112131415161718192021
  1. #include "Uniforms.glsl"
  2. #include "Samplers.glsl"
  3. #include "Transform.glsl"
  4. #include "ScreenPos.glsl"
  5. #include "PostProcess.glsl"
  6. varying vec2 vScreenPos;
  7. void VS()
  8. {
  9. mat4 modelMatrix = iModelMatrix;
  10. vec3 worldPos = GetWorldPos(modelMatrix);
  11. gl_Position = GetClipPos(worldPos);
  12. vScreenPos = GetScreenPosPreDiv(gl_Position);
  13. }
  14. void PS()
  15. {
  16. vec3 color = texture2D(sDiffMap, vScreenPos).rgb;
  17. gl_FragColor = vec4(ToInverseGamma(color), 1.0);
  18. }