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19 lines
381 B
GLSL
19 lines
381 B
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float black;
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uniform float white;
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void main() {
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vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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col.r = (col.r - black) / (white - black);
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col.g = (col.g - black) / (white - black);
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col.b = (col.b - black) / (white - black);
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gl_FragColor = col;
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}
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