commits
tags
layout(location=0) in vec2 TexCoord;
layout(location=0) out vec4 FragColor;
layout(binding=0) uniform sampler2D SceneTexture;
void main()
{
vec4 frag = texture(SceneTexture, TexCoord);
frag.rgb = clamp(pow(frag.rgb, vec3(uFixedColormapStart.a)), 0.0, 1.0);
if (uFixedColormapRange.a == 0)
{
float gray = (frag.r * 0.3 + frag.g * 0.56 + frag.b * 0.14);
vec4 cm = uFixedColormapStart + gray * uFixedColormapRange;
frag.rgb = clamp(cm.rgb, 0.0, 1.0);
}
FragColor = frag;
}