26 lines
739 B
GLSL
26 lines
739 B
GLSL
precision mediump float;
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uniform sampler2D u_sampler;
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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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// 0-255 sRGBA from 0-1 linear
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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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void main() {
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gl_FragColor = texture2D(u_sampler, v_tc);
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gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
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#ifdef APPLY_BRIGHTENING_GAMMA
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gl_FragColor = vec4(pow(gl_FragColor.rgb, vec3(1.0/2.2)), gl_FragColor.a);
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#endif
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}
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