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