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