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#include "gamma.sdr"
in vec4 fragTexCoord;
in vec4 fragColor;
out vec4 fragOut0;
uniform sampler2D baseMap;
layout (std140) uniform genericData {
int noTexturing;
int srgb;
};
void main()
{
vec4 baseColor = texture(baseMap, fragTexCoord.xy);
baseColor.rgb = (srgb == 1) ? srgb_to_linear(baseColor.rgb) : baseColor.rgb;
vec4 blendColor = (srgb == 1) ? vec4(srgb_to_linear(fragColor.rgb), fragColor.a) : fragColor;
fragOut0 = mix(baseColor * blendColor, blendColor, float(noTexturing));
}
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