#ifdef GL_ES precision mediump float; #endif uniform sampler2D u_sampler; #if NEW_SHADER_INTERFACE in vec4 v_rgba_in_gamma; in vec2 v_tc; out vec4 f_color; // a dirty hack applied to support webGL2 #define gl_FragColor f_color #define texture2D texture #else varying vec4 v_rgba_in_gamma; varying vec2 v_tc; #endif // 0-1 sRGB gamma from 0-1 linear vec3 srgb_gamma_from_linear(vec3 rgb) { bvec3 cutoff = lessThan(rgb, vec3(0.0031308)); vec3 lower = rgb * vec3(12.92); vec3 higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055); return mix(higher, lower, vec3(cutoff)); } // 0-1 sRGBA gamma from 0-1 linear vec4 srgba_gamma_from_linear(vec4 rgba) { return vec4(srgb_gamma_from_linear(rgba.rgb), rgba.a); } void main() { #if SRGB_TEXTURES vec4 texture_in_gamma = srgba_gamma_from_linear(texture2D(u_sampler, v_tc)); #else vec4 texture_in_gamma = texture2D(u_sampler, v_tc); #endif // We multiply the colors in gamma space, because that's the only way to get text to look right. gl_FragColor = v_rgba_in_gamma * texture_in_gamma; }