Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
20 lines
382 B
GLSL
20 lines
382 B
GLSL
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in vec3 finalColor;
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out vec4 fragColor;
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uniform float white_factor = 1.0;
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vec3 linear_to_srgb_attr(vec3 c)
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{
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c = max(c, vec3(0.0));
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vec3 c1 = c * 12.92;
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vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
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return mix(c1, c2, step(vec3(0.0031308), c));
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}
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void main()
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{
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fragColor.rgb = mix(linear_to_srgb_attr(finalColor), vec3(1.0), white_factor);
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fragColor.a = 1.0;
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}
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