// Implicit uniforms:
// uniform float PREFIX(linear_scale);
-// uniform float PREFIX(c0), PREFIX(c1), PREFIX(c2), PREFIX(c3), PREFIX(c4);
+// uniform float PREFIX(c)[5];
// uniform float PREFIX(beta);
vec4 FUNCNAME(vec2 tc) {
vec3 a = x.rgb * PREFIX(linear_scale);
// Fourth-order polynomial approximation to pow(). See the .cpp file for details.
- vec3 b = PREFIX(c0) + (PREFIX(c1) + (PREFIX(c2) + (PREFIX(c3) + PREFIX(c4) * x.rgb) * x.rgb) * x.rgb) * x.rgb;
+ vec3 b = PREFIX(c[0]) + (PREFIX(c[1]) + (PREFIX(c[2]) + (PREFIX(c[3]) + PREFIX(c[4]) * x.rgb) * x.rgb) * x.rgb) * x.rgb;
vec3 f = vec3(greaterThan(x.rgb, vec3(PREFIX(beta))));
x = vec4(mix(a, b, f), x.a);