#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; }