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fall-fever/res/shaders/postprocessing.frag
2020-09-21 17:41:28 +02:00

20 lines
347 B
GLSL

#version 330 core
const float GAMMA = 2.2f;
layout(location = 0) out vec4 f_color;
in vec2 v_tex_coords;
uniform sampler2D u_texture;
void main() {
vec3 fragmentColor = vec3(texture2D(u_texture, v_tex_coords));
// Gamma correction
fragmentColor = pow(fragmentColor, vec3(1.0/GAMMA));
f_color = vec4(fragmentColor, 1.0f);
}