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#version 300 es
precision mediump float;
in vec2 uv;
uniform sampler2D present_texture;
out vec4 frag;
vec4 linear_to_srgb(vec4 linear) {
vec3 color_linear = linear.rgb;
vec3 selector = ceil(color_linear - 0.0031308); // 0 if under value, 1 if over
vec3 under = 12.92 * color_linear;
vec3 over = 1.055 * pow(color_linear, vec3(0.41666)) - 0.055;
vec3 result = mix(under, over, selector);
return vec4(result, linear.a);
}
void main() {
frag = linear_to_srgb(texture(present_texture, uv));
}