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 color = texture(tex, co); /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) { color.rgb = color.rgb / color.a; } return color; } vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co) { vec4 color = texture_read_as_linearrgb(tex, premultiplied, co); color.r = linearrgb_to_srgb(color.r); color.g = linearrgb_to_srgb(color.g); color.b = linearrgb_to_srgb(color.b); return color; }