uniform mat4 ModelViewProjectionMatrix; in vec3 pos; in vec3 color; out vec3 finalColor; vec3 srgb_to_linear_attrib(vec3 c) { c = max(c, vec3(0.0)); vec3 c1 = c * (1.0 / 12.92); vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4)); return mix(c1, c2, step(vec3(0.04045), c)); } void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); finalColor = srgb_to_linear_attrib(color); }