33 lines
923 B
GLSL
33 lines
923 B
GLSL
#version 140
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uniform sampler2D u_sampler;
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in vec4 v_rgba_gamma;
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in vec2 v_tc;
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out vec4 f_color;
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// 0-255 sRGB from 0-1 linear
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vec3 srgb_from_linear(vec3 rgb) {
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bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
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vec3 lower = rgb * vec3(3294.6);
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vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
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return mix(higher, lower, vec3(cutoff));
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}
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// 0-255 sRGBA from 0-1 linear
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vec4 srgba_from_linear(vec4 rgba) {
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return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
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}
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// 0-1 gamma from 0-1 linear
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vec4 gamma_from_linear_rgba(vec4 linear_rgba) {
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return vec4(srgb_from_linear(linear_rgba.rgb) / 255.0, linear_rgba.a);
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}
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void main() {
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// The texture is set up with `SRGB8_ALPHA8`
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vec4 texture_in_gamma = gamma_from_linear_rgba(texture(u_sampler, v_tc));
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// Multiply vertex color with texture color (in gamma space).
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f_color = v_rgba_gamma * texture_in_gamma;
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}
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