// very low values (up to some β) are linear. Above β, we have a power curve
// that looks like this:
//
- // y = ((x + ɑ - 1) / ɑ)^β
+ // y = ((x + ɑ - 1) / ɑ)^ɣ
//
// However, pow() is relatively slow in GLSL, so we approximate this
// part by a minimax polynomial, whose coefficients are precalculated
// From the Wikipedia article on sRGB; ɑ (called a+1 there) = 1.055,
// β = 0.04045, ɣ = 2.4.
// maxerror = 0.000094
- // error at beta = 0.000094
- // error at 1.0 = 0.000094
+ // error at beta = 0.000012
+ // error at 1.0 = 0.000012
set_uniform_float(glsl_program_num, prefix, "linear_scale", 1.0 / 12.92);
set_uniform_float(glsl_program_num, prefix, "c0", 0.001324469581);
set_uniform_float(glsl_program_num, prefix, "c1", 0.02227416690);