precision highp float; in vec4 Tangent; out vec4 FragColour; void main() { vec3 T = normalize(Tangent.xyz); FragColour = vec4(pow(T, vec3(1.0 / 2.2)), 1.0);FragColour = vec4(pow(T, vec3(1.0 / 2.2)), 1.0); // View sign. // float sign = Tangent.w; // float R = sign > 0.0 ? 1.0 : 0.0; // float B = sign < 0.0 ? 1.0 : 0.0; // vec3 signColour = vec3(R,0.0,B); // FragColour = vec4(pow(signColour, vec3(1.0 / 2.2)), 1.0); }