void main_vertex
(
	float4 position : POSITION,
	float4 color    : COLOR,
	float2 texCoord : TEXCOORD0,

   uniform float4x4 modelViewProj,

	out float4 oPosition : POSITION,
	out float2 otexCoord : TEXCOORD
)
{
	oPosition = mul(modelViewProj, position);
	otexCoord = texCoord;
}

struct input
{
   float2 video_size;
   float2 texture_size;
   float2 output_size;
   float  frame_count;
   float  frame_direction;
   float  frame_rotation;
};

#pragma parameter GAMMA "Input Gamma" 2.4 2.0 2.6 0.02
#ifdef PARAMETER_UNIFORM
uniform float GAMMA;
#else
#define GAMMA 2.4
#endif

float4 main_fragment(float2 tex : TEXCOORD0, uniform sampler2D s0 : TEXUNIT0, uniform input IN) : COLOR
{
   float3 color = tex2D(s0, tex).rgb;
   return float4(pow(color, GAMMA), 1.0);
}

