+++ /dev/null
-// Compress to sRGB gamma curve.
-
-#if 0
-
-// if we have the lut
-uniform sampler1D PREFIX(srgb_inverse_tex);
-
-vec4 FUNCNAME(vec2 tc) {
- vec4 x = LAST_INPUT(tc);
-
- x.r = texture1D(PREFIX(srgb_inverse_tex), x.r).x;
- x.g = texture1D(PREFIX(srgb_inverse_tex), x.g).x;
- x.b = texture1D(PREFIX(srgb_inverse_tex), x.b).x;
-
- return x;
-}
-
-#else
-
-// use arithmetic (slow)
-vec4 FUNCNAME(vec2 tc) {
- vec4 x = LAST_INPUT(tc);
-
- vec3 a = vec3(12.92) * x.rgb;
- vec3 b = vec3(1.055) * pow(x.rgb, vec3(1.0/2.4)) - vec3(0.055);
- vec3 f = vec3(greaterThan(x.rgb, vec3(0.0031308)));
-
- return vec4(mix(a, b, f), x.a);
-}
-
-#endif