uniform sampler2D tex_in; uniform vec3 wb_gain_in; in vec2 ove_texcoord; out vec4 frag_color; void main(void) { vec4 source = texture(tex_in, ove_texcoord); // Deliberately not clamped: white balance must also work on HDR/linear // footage with values above 1.0 frag_color = vec4(source.rgb * wb_gain_in, source.a); }