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uniform sampler2D tex0; uniform vec3 u_contrastAdd; uniform vec3 u_contrastMult; in vec4 v_color; in vec2 v_tex0; in float v_fog; out vec4 color; void main(void) { vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); color.rgb = dst.rgb*u_contrastMult + u_contrastAdd; color.a = 1.0f; }