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#include "gamma.sdr"
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2DArray baseMap;
layout (std140) uniform genericData {
vec4 color;
float intensity;
};
void main()
{
float y = fragTexCoord.y / fragTexCoord.w;
vec4 baseColor = texture(baseMap, vec3(fragTexCoord.x, y, fragTexCoord.z));
baseColor.rgb = srgb_to_linear(baseColor.rgb);
vec4 blendColor = vec4(srgb_to_linear(fragColor.rgb), fragColor.a);
fragOut0 = baseColor * blendColor * intensity;
}
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