float linearrgb_to_srgb(float c) { if (c < 0.0031308) { return (c < 0.0) ? 0.0 : c * 12.92; } else { return 1.055 * pow(c, 1.0 / 2.4) - 0.055; } } vec4 texture_read_as_linearrgb(sampler2D tex, bool premultiplied, vec2 co) { /* By convention image textures return scene linear colors, but * overlays still assume srgb. */ vec4 col = texture(tex, co); /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ if (premultiplied && !(col.a == 0.0 || col.a == 1.0)) { col.rgb = col.rgb / col.a; } return col; } vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co) { vec4 col = texture_read_as_linearrgb(tex, premultiplied, co); col.r = linearrgb_to_srgb(col.r); col.g = linearrgb_to_srgb(col.g); col.b = linearrgb_to_srgb(col.b); return col; }