Clean up stuff from the vertex shader.
[movit] / lift_gamma_gain_effect.glsl
index 7804f85a57e8f85621f417d09e9463ee6bd36596..80e04d0659d52969bc287ffa3d96dca4010e129d 100644 (file)
@@ -12,7 +12,6 @@ uniform vec3 PREFIX(inv_gamma_22);  // 2.2 / gamma.
 vec4 FUNCNAME(vec2 tc) {
        vec4 x = LAST_INPUT(tc);
 
-       // do lift in nonlinear space (the others don't care)
        x.rgb = pow(x.rgb, vec3(1.0/2.2));
        x.rgb += PREFIX(lift) * (vec3(1) - x.rgb);
        x.rgb = pow(x.rgb, PREFIX(inv_gamma_22));