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gpu/shaders: use mediump precision for sRGB copy shader
Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -8,6 +8,8 @@ layout(location = 0) out vec4 fragColor;
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layout(binding = 0) uniform sampler2D tex;
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layout(binding = 0) uniform sampler2D tex;
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precision mediump float;
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vec3 sRGBtoRGB(vec3 rgb) {
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vec3 sRGBtoRGB(vec3 rgb) {
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.04045));
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.04045));
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vec3 below = rgb/vec3(12.92);
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vec3 below = rgb/vec3(12.92);
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