#version 120
uniform sampler2D tex;
-varying vec4 tc;
+varying vec2 tc;
uniform vec3 lift, gain;
uniform vec3 gain_pow_inv_gamma, inv_gamma_22;
uniform float saturation;
void main()
{
- vec3 x = texture2D(tex, tc.st, -30.0f).rgb;
+ vec3 x = texture2D(tex, tc).rgb;
x = to_linear(x);
// do lift in nonlinear space (the others don't care)