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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;
- layout(push_constant) uniform Color {
- // If emulateSRGB is set (!= 0), the input texels are sRGB encoded. We save the
- // conversion step below, at the cost of texture filtering in sRGB space.
- layout(offset=16) float emulateSRGB;
- } _color;
- vec3 RGBtosRGB(vec3 rgb) {
- bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308));
- vec3 below = vec3(12.92)*rgb;
- vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
- return mix(below, above, cutoff);
- }
- void main() {
- vec4 texel = texture(tex, vUV);
- if (_color.emulateSRGB == 0.0) {
- texel.rgb = RGBtosRGB(texel.rgb);
- }
- fragColor = texel;
- }
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