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| ** Copyright (C) 2014 NVIDIA Corporation. |
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| |
| texture_return fileTexture( in sampler2D sampler, in vec3 colorOffset, in vec3 colorScale, in int monoSource, in texture_coordinate_info uvw |
| , in vec2 cropU, in vec2 cropV, in int wrapU, in int wrapV, in int gammaMode ) |
| { |
| vec4 t4 = texture( sampler, uvw.position.xy ); |
| vec3 t3 = colorOffset + colorScale * t4.xyz; |
| |
| // When we want to operate in linear color space uncomment the lines |
| if ( gammaMode == gamma_srgb ) |
| { |
| t3 = pow( t3, vec3( 2.2 ) ); |
| } |
| |
| texture_return tr; |
| tr.tint = t3; |
| tr.mono = monoChannel( vec4( t3, t4.w ), monoSource ); |
| return( tr ); |
| } |
| |