20 lines
446 B
GLSL
20 lines
446 B
GLSL
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varying vec2 v_TexCoord;
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uniform sampler2D g_Texture0;
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uniform vec2 g_TexelSize;
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// Proper gamma conversion http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html
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vec3 srgb(vec3 v)
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{
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vec3 c = step(0.04045, v);
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return c * (pow((v + 0.055) / 1.055, 2.4)) + (1 - c) * (v / 12.92);
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}
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void main()
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{
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vec3 albedo = texSample2D(g_Texture0, v_TexCoord).rgb;
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gl_FragColor = vec4(srgb(saturate(albedo)), 1.0);
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}
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