egui/egui_glow/src/shader/post_fragment_100es.glsl

26 lines
739 B
GLSL

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