const float GAMMA = 2.2; const float INV_GAMMA = 1.0 / GAMMA; // linear to sRGB approximation // see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html vec3 Linear2sRGB(vec3 color) { return pow(color, vec3(INV_GAMMA)); } // sRGB to linear approximation // see http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html vec3 sRGB2Linear(vec3 srgbIn) { return vec3(pow(srgbIn.xyz, vec3(GAMMA))); } vec3 sRGB2LinearAccurate(vec3 _rgb) { vec3 lo = _rgb / 12.92; vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) ); vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) ); return rgb; } vec3 Linear2sRGBAccurate(vec3 _rgb) { vec3 lo = _rgb * 12.92; vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055; vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) ); return rgb; }