precision highp float; varying highp vec2 uv0; uniform sampler2D u_Albedo; uniform float Slope; uniform float Bias; void main() { // gl_FragColor = texture2D(u_albedo, uv0); vec4 color = texture2D(u_Albedo, uv0); color.r = Slope * color.r + Bias; color.g = Slope * color.g + Bias; color.b = Slope * color.b + Bias; gl_FragColor = clamp(color, 0.0, 1.0); }