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- #extension GL_ARB_texture_rectangle : enable
- uniform sampler2DRect MyTex;
- uniform vec4 gain;
- void main(void)
- {
- vec2 pos = (gl_TextureMatrix[0] * gl_TexCoord[0]).st;
- vec4 color_old = texture2DRect(MyTex, vec2(pos.x, pos.y));
- vec4 color_new = color_old;
- color_new.r = clamp(gain.r * color_old.r, 0., 1.);
- color_new.g = clamp(gain.g * color_old.g, 0., 1.);
- color_new.b = clamp(gain.b * color_old.b, 0., 1.);
- color_new.a = clamp(gain.a * color_old.a, 0., 1.);
- gl_FragColor = color_new;
- }
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