varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 color; uniform float intensity; uniform float band; uniform int atten; uniform float exponent; void main() { vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord); float bright = (samp.r + samp.b + samp.g) / 3.; if(atten == 0) bright = pow(bright, exponent); else if(atten == 1) bright = 1. - pow(1. - bright, exponent); else if(atten == 2) bright = bright; bright *= intensity; if(band > 0.) bright = ceil(bright * band) / band; gl_FragColor = vec4(color.rgb * bright, 1.); }