// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; vec3 ACESFilm(vec3 x) { float a = 2.51; float b = 0.03; float c = 2.43; float d = 0.59; float e = 0.14; return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0); } void main() { vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(ACESFilm(cc.rgb), cc.a); }