vec3 srgb_to_linear(vec3 color)
{
bvec3 near_zero = lessThan(color, vec3(0.04045));
- vec3 gamma = pow((color.rgb+0.055)/1.055, vec3(2.4));
- return mix(color.rgb/12.92, gamma, near_zero);
+ vec3 gamma = pow((color+0.055)/1.055, vec3(2.4));
+ return mix(color/12.92, gamma, near_zero);
}
vec4 srgb_to_linear(vec4 color)
{
}
/* Expected output: vertex
-uniform mat4 mvp;
+layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
_vs_out_texcoord = texcoord;
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord;
void main()
{
vec4 color = texture(tex, _vs_out_texcoord);
- vec3 _srgb_to_linear_color = color.rgb;
- frag_color = vec4(mix(_srgb_to_linear_color.rgb/12.92, pow((_srgb_to_linear_color.rgb+0.055)/1.055, vec3(2.4)), lessThan(_srgb_to_linear_color, vec3(0.04045))), color.a);
+ vec3 color_1 = color.rgb;
+ frag_color = vec4(mix(color_1/12.92, pow((color_1+0.055)/1.055, vec3(2.4)), lessThan(color_1, vec3(0.04045))), color.a);
}
*/