22 lines
408 B
GLSL
22 lines
408 B
GLSL
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uniform mat4 ModelViewProjectionMatrix;
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in vec3 pos;
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in vec3 color;
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out vec3 finalColor;
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vec3 srgb_to_linear_attrib(vec3 c) {
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c = max(c, vec3(0.0));
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vec3 c1 = c * (1.0 / 12.92);
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vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
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return mix(c1, c2, step(vec3(0.04045), c));
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}
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void main()
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{
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = srgb_to_linear_attrib(color);
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}
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