uniform sampler2D t2D;
uniform float backgroundIntensity;
varying vec2 vUv;
void main() {
vec4 texColor = texture2D( t2D, vUv );
#ifdef DECODE_VIDEO_TEXTURE
// use inline sRGB decode until browsers properly support SRGB8_APLHA8 with video textures
texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );
#endif
texColor.rgb *= backgroundIntensity;
gl_FragColor = texColor;
#include <tonemapping_fragment>
// <tonemapping_fragment>
#if defined( TONE_MAPPING )
gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );
#endif
#include <colorspace_fragment>
// <colorspace_fragment>
gl_FragColor = linearToOutputTexel( gl_FragColor );
}