zcopy.frag.0.glsl150 673 B

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  1. #version 150
  2. uniform sampler2D tex;
  3. in vec2 vUV;
  4. out vec4 fragColor;
  5. vec3 sRGBtoRGB(vec3 rgb)
  6. {
  7. bvec3 cutoff = greaterThanEqual(rgb, vec3(0.040449999272823333740234375));
  8. vec3 below = rgb / vec3(12.9200000762939453125);
  9. vec3 above = pow((rgb + vec3(0.054999999701976776123046875)) / vec3(1.05499994754791259765625), vec3(2.400000095367431640625));
  10. return vec3(cutoff.x ? above.x : below.x, cutoff.y ? above.y : below.y, cutoff.z ? above.z : below.z);
  11. }
  12. void main()
  13. {
  14. vec4 texel = texture(tex, vUV);
  15. vec3 param = texel.xyz;
  16. vec3 _59 = sRGBtoRGB(param);
  17. texel.x = _59.x;
  18. texel.y = _59.y;
  19. texel.z = _59.z;
  20. fragColor = texel;
  21. }