/* * Copyright (C) 2020, Inria * GRAPHDECO research group, https://team.inria.fr/graphdeco * All rights reserved. * * This software is free for non-commercial, research and evaluation use * under the terms of the LICENSE.md file. * * For inquiries contact sibr@inria.fr and/or George.Drettakis@inria.fr */ #version 420 uniform sampler2D tex; out vec4 out_color; in vec2 vertUV; float lin2sRGBF(float inF){ if(inF<0.0031308){ return 12.92*inF; } else{ return 1.055*pow(inF,1.0/2.4)-0.055; } } vec4 lin2sRGB(vec4 inVec){ return vec4(lin2sRGBF(inVec.x),lin2sRGBF(inVec.y),lin2sRGBF(inVec.z),inVec.w); } void main(void) { vec2 uv = vertUV; uv.y = 1.0 - uv.y; /// \todo TODO: Why Texture are flipped in y ? out_color = lin2sRGB(texture(tex, uv)); }