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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;
- vec3 sRGBtoRGB(vec3 rgb) {
- bvec3 cutoff = greaterThanEqual(rgb, vec3(0.04045));
- vec3 below = rgb/vec3(12.92);
- vec3 above = pow((rgb + vec3(0.055))/vec3(1.055), vec3(2.4));
- return mix(below, above, cutoff);
- }
- void main() {
- vec4 texel = texture(tex, vUV);
- texel.rgb = sRGBtoRGB(texel.rgb);
- fragColor = texel;
- }
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