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#include "common_fragment.h"
uniform sampler2D g_Texture0;
uniform float g_Brightness; // {"material":"Bright","default":1,"range":[0,2]}
uniform float g_UserAlpha; // {"material":"Alpha","default":1,"range":[0,1]}
uniform float g_Power; // {"material":"Power","default":1,"range":[0,6]}
varying vec2 v_TexCoord;
#if MULTI
uniform sampler2D g_Texture1;
varying vec2 v_TexCoord2;
#endif
void main() {
vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy);
#if MULTI
albedo *= texSample2D(g_Texture1, v_TexCoord2.xy);
#endif
albedo.rgb *= g_Brightness;
albedo.a *= g_UserAlpha;
albedo.rgb = pow(albedo.rgb, CAST3(g_Power));
gl_FragColor = albedo;
}