//https://gamedev.stackexchange.com/questions/92015/optimized-linear-to-srgb-glsl vec3 srgb_to_linear(vec3 srgb) { bvec3 cutoff = lessThan(srgb, vec3(0.04045)); vec3 higher = pow((srgb + vec3(0.055))/vec3(1.055), vec3(2.4)); vec3 lower = srgb/vec3(12.92); return mix(higher, lower, cutoff); }