lygia
/v1.1.6
/color
/space
/linear2gamma
)convert from linear to gamma color space.
Use:
linear2gamma(<float|vec3|vec4> color)
#if !defined(GAMMA) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
#define GAMMA 2.2
#endif
#ifndef FNC_LINEAR2GAMMA
#define FNC_LINEAR2GAMMA
vec3 linear2gamma(in vec3 v) {
#ifdef GAMMA
return pow(v, vec3(1. / GAMMA));
#else
// assume gamma 2.0
return sqrt(v);
#endif
}
vec4 linear2gamma(in vec4 v) {
return vec4(linear2gamma(v.rgb), v.a);
}
float linear2gamma(in float v) {
#ifdef GAMMA
return pow(v, 1. / GAMMA);
#else
// assume gamma 2.0
return sqrt(v);
#endif
}
#endif
Use:
linear2gamma(<float|float3|float4> color)
#if !defined(GAMMA) && !defined(TARGET_MOBILE) && !defined(PLATFORM_RPI) && !defined(PLATFORM_WEBGL)
#define GAMMA 2.2
#endif
#ifndef FNC_LINEAR2GAMMA
#define FNC_LINEAR2GAMMA
float3 linear2gamma(in float3 v) {
#ifdef GAMMA
float f = 1. / GAMMA;
return pow(v, float3(f,f,f));
#else
// assume gamma 2.0
return sqrt(v);
#endif
}
float4 linear2gamma(in float4 v) {
return float4(linear2gamma(v.rgb), v.a);
}
float linear2gamma(in float v) {
#ifdef GAMMA
return pow(v, 1. / GAMMA);
#else
// assume gamma 2.0
return sqrt(v);
#endif
}
#endif
fn linear2gamma(v : vec3<f32>) -> vec3<f32> {
return pow(v, vec3<f32>(1. / 2.2));
}
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