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