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