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occt/src/Shaders/Display.fs

14 lines
285 B
GLSL

//! Input image.
uniform sampler2D uInputTexture;
//! Output pixel color.
out vec4 OutColor;
void main (void)
{
vec4 aColor = texelFetch (uInputTexture, ivec2 (gl_FragCoord.xy), 0);
// apply gamma correction (we use gamma = 2)
OutColor = vec4 (sqrt (aColor.rgb), aColor.a);
}