26 lines
486 B
GLSL
26 lines
486 B
GLSL
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#version 330 core
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layout (location = 0) out vec4 fragColor;
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const vec3 gamma = vec3(2.2);
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const vec3 inv_gamma = 1 / gamma;
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uniform sampler2D u_texture_0;
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in vec3 voxel_color;
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in vec2 uv;
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in float shading;
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void main() {
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vec3 tex_col = texture(u_texture_0, uv).rgb;
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tex_col = pow(tex_col, gamma);
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tex_col.rgb *= voxel_color;
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//tex_col = tex_col * 0.001 + vec3(1);
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tex_col *= shading;
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tex_col = pow(tex_col, inv_gamma);
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fragColor = vec4(tex_col, 1);
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}
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