82 lines
1.4 KiB
GLSL
82 lines
1.4 KiB
GLSL
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varying vec3 varposition;
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varying vec3 varnormal;
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/* Color, keep in sync with: gpu_shader_vertex.glsl */
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float srgb_to_linearrgb(float c)
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{
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if (c < 0.04045)
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return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
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else
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return pow((c + 0.055) * (1.0 / 1.055), 2.4);
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}
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void srgb_to_linearrgb(vec3 col_from, out vec3 col_to)
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{
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col_to.r = srgb_to_linearrgb(col_from.r);
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col_to.g = srgb_to_linearrgb(col_from.g);
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col_to.b = srgb_to_linearrgb(col_from.b);
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}
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void srgb_to_linearrgb(vec4 col_from, out vec4 col_to)
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{
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col_to.r = srgb_to_linearrgb(col_from.r);
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col_to.g = srgb_to_linearrgb(col_from.g);
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col_to.b = srgb_to_linearrgb(col_from.b);
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col_to.a = col_from.a;
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}
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bool is_srgb(int info)
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{
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#ifdef USE_NEW_SHADING
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return (info == 1)? true: false;
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#else
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return false;
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#endif
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}
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void set_var_from_attr(float attr, int info, out float var)
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{
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var = attr;
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}
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void set_var_from_attr(vec2 attr, int info, out vec2 var)
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{
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var = attr;
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}
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void set_var_from_attr(vec3 attr, int info, out vec3 var)
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{
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if (is_srgb(info)) {
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srgb_to_linearrgb(attr, var);
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}
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else {
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var = attr;
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}
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}
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void set_var_from_attr(vec4 attr, int info, out vec4 var)
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{
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if (is_srgb(info)) {
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srgb_to_linearrgb(attr, var);
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}
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else {
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var = attr;
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}
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}
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/* end color code */
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void main()
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{
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/* position does not need to be transformed, we already have it */
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gl_Position = gl_Vertex;
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varposition = gl_Vertex.xyz;
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varnormal = normalize(-varposition);
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