uniform sampler2D Texture; in vec2 Texcoord; layout (location = 0) out vec4 Colour; void main() { // There is a question here whether we want to view the texture through the // sampler or unfiltered. Prefer the latter for now. //vec3 colour = texture(Texture, Texcoord).rgb; ivec2 st = ivec2(Texcoord * vec2(textureSize(Texture, 0))); vec3 colour = texelFetch(Texture, st, 0).rgb; Colour = vec4(pow(colour, vec3(1.0 / 2.2)), 1.0); }