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#version 100
precision mediump float;
precision highp int;
uniform mediump sampler2D tex;
varying highp vec2 vUV;
vec3 sRGBtoRGB(vec3 rgb)
{
bvec3 cutoff = greaterThanEqual(rgb, vec3(0.040449999272823333740234375));
vec3 below = rgb / vec3(12.9200000762939453125);
vec3 above = pow((rgb + vec3(0.054999999701976776123046875)) / vec3(1.05499994754791259765625), vec3(2.400000095367431640625));
return vec3(cutoff.x ? above.x : below.x, cutoff.y ? above.y : below.y, cutoff.z ? above.z : below.z);
}
void main()
{
vec4 texel = texture2D(tex, vUV);
vec3 param = texel.xyz;
vec3 _59 = sRGBtoRGB(param);
texel.x = _59.x;
texel.y = _59.y;
texel.z = _59.z;
gl_FragData[0] = texel;
}
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