27 lines
673 B
Plaintext
27 lines
673 B
Plaintext
#version 150
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uniform sampler2D tex;
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in vec2 vUV;
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out vec4 fragColor;
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vec3 sRGBtoRGB(vec3 rgb)
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{
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.040449999272823333740234375));
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vec3 below = rgb / vec3(12.9200000762939453125);
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vec3 above = pow((rgb + vec3(0.054999999701976776123046875)) / vec3(1.05499994754791259765625), vec3(2.400000095367431640625));
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return vec3(cutoff.x ? above.x : below.x, cutoff.y ? above.y : below.y, cutoff.z ? above.z : below.z);
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}
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void main()
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{
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vec4 texel = texture(tex, vUV);
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vec3 param = texel.xyz;
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vec3 _59 = sRGBtoRGB(param);
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texel.x = _59.x;
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texel.y = _59.y;
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texel.z = _59.z;
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fragColor = texel;
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}
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