 ﻿Shader "LeapMotion/Passthrough/Foreground" {
 	Properties {
+    _ColorSpaceGamma ("Color Space Gamma", Float) = 1.0
 	}
 
 	SubShader {

		
		#pragma vertex vert
		#pragma fragment frag

		struct frag_in{
			float4 position : SV_POSITION;

		}

		float4 frag (frag_in i) : COLOR {
			return pow(float4(LeapColor(i.screenPos), 1), 1/_ColorSpaceGamma);
		}

		ENDCG
