forked from joejulian/gio
c9a8265126
We're about to change the last stage of the compute pipeline to only accept images, not sampled textures. This change prepares materials for pixel-aligned image copying by pre-rendering images to a texture, applying transforms. Signed-off-by: Elias Naur <mail@eliasnaur.com>
25 lines
531 B
GLSL
25 lines
531 B
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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precision mediump float;
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layout(binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 vUV;
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layout(location = 0) out vec4 fragColor;
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vec3 RGBtosRGB(vec3 rgb) {
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308));
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vec3 below = vec3(12.92)*rgb;
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vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
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return mix(below, above, cutoff);
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}
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void main() {
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vec4 texel = texture(tex, vUV);
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texel.rgb = RGBtosRGB(texel.rgb);
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fragColor = texel;
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}
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