2021-06-07 18:18:42 +00:00
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#version 100
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2021-02-20 18:48:02 +00:00
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precision mediump float;
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uniform sampler2D u_sampler;
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varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
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varying vec2 v_tc;
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// 0-255 sRGB from 0-1 linear
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vec3 srgb_from_linear(vec3 rgb) {
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bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
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vec3 lower = rgb * vec3(3294.6);
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vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 srgba_from_linear(vec4 rgba) {
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return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
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}
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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2021-02-20 18:48:02 +00:00
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}
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void main() {
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2022-09-24 15:53:11 +00:00
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// WebGL doesn't come with sRGBA textures:
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vec4 texture_in_gamma = texture2D(u_sampler, v_tc);
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// Multiply vertex color with texture color (in gamma space).
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gl_FragColor = v_rgba_gamma * texture_in_gamma;
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2021-02-20 18:48:02 +00:00
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}
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