uniform sampler2D diffuse_texture;
uniform vec4 output_gamma_inv;
varying vec4 outColor0;
varying vec2 outTexCoord;
void main ()
{
  vec4 finalColor_1;
  vec4 tex_col_2;
  vec4 tmpvar_3;
  tmpvar_3 = texture2D (diffuse_texture, outTexCoord);
  tex_col_2.w = tmpvar_3.w;
  tex_col_2.xyz = pow (tmpvar_3.xyz, vec3(2.2, 2.2, 2.2));
  vec4 tmpvar_4;
  tmpvar_4 = (outColor0 * tex_col_2);
  finalColor_1.w = tmpvar_4.w;
  finalColor_1.xyz = pow (tmpvar_4.xyz, output_gamma_inv.xyz);
  gl_FragColor = finalColor_1;
}

