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#version 100
precision mediump float;
precision highp int;
struct Color
{
float emulateSRGB;
};
uniform Color _color;
uniform mediump sampler2D tex;
varying highp vec2 vUV;
vec3 RGBtosRGB(vec3 rgb)
{
bvec3 cutoff = greaterThanEqual(rgb, vec3(0.003130800090730190277099609375));
vec3 below = vec3(12.9200000762939453125) * rgb;
vec3 above = (vec3(1.05499994754791259765625) * pow(rgb, vec3(0.416660010814666748046875))) - vec3(0.054999999701976776123046875);
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);
if (_color.emulateSRGB == 0.0)
{
vec3 param = texel.xyz;
vec3 _71 = RGBtosRGB(param);
texel.x = _71.x;
texel.y = _71.y;
texel.z = _71.z;
}
gl_FragData[0] = texel;
}
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