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- #version 150
- uniform sampler2D tex;
- in vec2 vUV;
- out vec4 fragColor;
- 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 = texture(tex, vUV);
- vec3 param = texel.xyz;
- vec3 _59 = sRGBtoRGB(param);
- texel.x = _59.x;
- texel.y = _59.y;
- texel.z = _59.z;
- fragColor = texel;
- }
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