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whitted: fresnel, needs work
[demo_prior]
/
sdr
/
gamma.p.glsl
1
uniform sampler2D tex;
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void main()
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{
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vec3 texel = texture2D(tex, gl_TexCoord[0].st).rgb;
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vec3 col = pow(texel, vec3(1.0 / 2.2));
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gl_FragColor = vec4(col, 1.0);
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}