1 // Expand sRGB gamma curve.
6 uniform sampler1D PREFIX(srgb_tex);
8 vec4 FUNCNAME(vec2 tc) {
9 vec4 x = LAST_INPUT(tc);
11 x.r = texture1D(PREFIX(srgb_tex), x.r).x;
12 x.g = texture1D(PREFIX(srgb_tex), x.g).x;
13 x.b = texture1D(PREFIX(srgb_tex), x.b).x;
20 // use arithmetic (slow)
21 vec4 FUNCNAME(vec2 tc) {
22 vec4 x = LAST_INPUT(tc);
24 vec3 a = x.rgb * vec3(1.0/12.92);
25 vec3 b = pow((x.rgb + vec3(0.055)) * vec3(1.0/1.055), vec3(2.4));
26 vec3 f = vec3(greaterThan(x.rgb, vec3(0.04045)));
28 return vec4(mix(a, b, f), x.a);