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#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision mediump float;
layout(binding = 0) uniform sampler2D tex;
layout(location = 0) in highp vec2 vUV;
layout(location = 0) out vec4 fragColor;
vec3 sRGBtoRGB(vec3 rgb) {
bvec3 cutoff = greaterThanEqual(rgb, vec3(0.04045));
vec3 below = rgb/vec3(12.92);
vec3 above = pow((rgb + vec3(0.055))/vec3(1.055), vec3(2.4));
return mix(below, above, cutoff);
}
void main() {
vec4 texel = texture(tex, vUV);
texel.rgb = sRGBtoRGB(texel.rgb);
fragColor = texel;
}
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