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- #version 100
- precision mediump float;
- precision highp int;
- struct Color
- {
- float emulateSRGB;
- };
- uniform Color _color;
- uniform mediump sampler2D tex;
- varying highp vec2 vUV;
- vec3 RGBtosRGB(vec3 rgb)
- {
- bvec3 cutoff = greaterThanEqual(rgb, vec3(0.003130800090730190277099609375));
- vec3 below = vec3(12.9200000762939453125) * rgb;
- vec3 above = (vec3(1.05499994754791259765625) * pow(rgb, vec3(0.416660010814666748046875))) - vec3(0.054999999701976776123046875);
- 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);
- if (_color.emulateSRGB == 0.0)
- {
- vec3 param = texel.xyz;
- vec3 _71 = RGBtosRGB(param);
- texel.x = _71.x;
- texel.y = _71.y;
- texel.z = _71.z;
- }
- gl_FragData[0] = texel;
- }
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