31 lines
595 B
GLSL
31 lines
595 B
GLSL
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/* Display a linear image texture into sRGB space */
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uniform sampler2D image;
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in vec2 texCoord_interp;
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out vec4 fragColor;
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float linearrgb_to_srgb(float c)
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{
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if (c < 0.0031308)
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return (c < 0.0) ? 0.0 : c * 12.92;
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else
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return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
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}
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void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
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{
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col_to.r = linearrgb_to_srgb(col_from.r);
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col_to.g = linearrgb_to_srgb(col_from.g);
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col_to.b = linearrgb_to_srgb(col_from.b);
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col_to.a = col_from.a;
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}
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void main() {
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fragColor = texture(image, texCoord_interp.st);
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linearrgb_to_srgb(fragColor, fragColor);
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}
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