Files
silver_pose/v2/vendor/gioui.org/shader/gio/material.frag
T
ilaandClaude Opus 4.8 f58728cddd chore(v2): vendor dependencies for offline/China builds
go mod vendor pins onnxruntime_go v1.12.1, Gio and the rest into v2/vendor
so go run/build work without hitting proxy.golang.org (blocked/slow in
China). Verified: CGO_ENABLED=1 go build -mod=vendor ./internal/spike and
GOOS=windows go build -mod=vendor ./internal/ui both pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 16:35:01 +08:00

33 lines
818 B
GLSL

#version 310 es
// SPDX-License-Identifier: Unlicense OR MIT
precision mediump float;
layout(binding = 0) uniform sampler2D tex;
layout(location = 0) in highp vec2 vUV;
layout(location = 0) out vec4 fragColor;
layout(push_constant) uniform Color {
// If emulateSRGB is set (!= 0), the input texels are sRGB encoded. We save the
// conversion step below, at the cost of texture filtering in sRGB space.
layout(offset=16) float emulateSRGB;
} _color;
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);
if (_color.emulateSRGB == 0.0) {
texel.rgb = RGBtosRGB(texel.rgb);
}
fragColor = texel;
}