in vec2 f_coords; layout(location = 0) out vec4 out_color; #texture (ao_tex, 0, R) uniform sampler2D ao_tex; #include void main() { out_color = vec4(vec3(pow(clamp(texture(ao_tex, f_coords).r, 0.0, 1.0), param[0].y)), 1.0); }