#version 430 core #extension GL_EXT_samplerless_texture_functions : enable layout(set = 0, binding = 0) uniform texture2D source_texture; layout(location = 0) in vec2 source_coords; layout(location = 0) out vec4 target_color; void main() { // We get free nonlinear -> linear conversion when sampling from srgb texture; vec4 linear = texelFetch(source_texture, ivec2(source_coords), 0); vec4 premultiplied_linear = vec4(linear.rgb * linear.a, linear.a); // We get free linear -> nonlinear conversion rendering to srgb texture. target_color = premultiplied_linear; }