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