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