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#version 410 core
uniform sampler2D u_shading_tex;
uniform sampler2D u_minimap_tex;
uniform sampler2D u_infomap_tex;
uniform vec2 u_texcoor_mul;
uniform float u_infotex_mul;
uniform float u_gamma_expon;
in vec2 v_tex_coords;
layout(location = 0) out vec4 f_frag_color;
void main()
{
vec4 shading_texel = texture(u_shading_tex, v_tex_coords * u_texcoor_mul);
vec4 minimap_texel = texture(u_minimap_tex, v_tex_coords );
vec4 infomap_texel = texture(u_infomap_tex, v_tex_coords * u_texcoor_mul) - vec4(0.5);
f_frag_color = shading_texel * minimap_texel + (infomap_texel * u_infotex_mul);
f_frag_color.rgb = pow(f_frag_color.rgb, vec3(u_gamma_expon));
}
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