// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // 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); }