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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);
}
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