#version 310 es // SPDX-License-Identifier: Unlicense OR MIT precision mediump float; layout(binding = 0) uniform sampler2D tex; layout(location = 0) in vec2 vUV; layout(location = 0) out vec4 fragColor; vec3 RGBtosRGB(vec3 rgb) { bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308)); vec3 below = vec3(12.92)*rgb; vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055); return mix(below, above, cutoff); } void main() { vec4 texel = texture(tex, vUV); texel.rgb = RGBtosRGB(texel.rgb); fragColor = texel; }