#include "common_fragment.h" uniform sampler2D g_Texture0; uniform float g_Brightness; // {"material":"Bright","default":1,"range":[0,2]} uniform float g_UserAlpha; // {"material":"Alpha","default":1,"range":[0,1]} uniform float g_Power; // {"material":"Power","default":1,"range":[0,6]} varying vec2 v_TexCoord; #if MULTI uniform sampler2D g_Texture1; varying vec2 v_TexCoord2; #endif void main() { vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy); #if MULTI albedo *= texSample2D(g_Texture1, v_TexCoord2.xy); #endif albedo.rgb *= g_Brightness; albedo.a *= g_UserAlpha; albedo.rgb = pow(albedo.rgb, CAST3(g_Power)); gl_FragColor = albedo; }