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#version 430 core | |
#define FETCH_COUNT 16 | |
#define FRAG_COLOR 0 | |
#define NORMALIZE_COORD float(1.0 / 2048.0) | |
layout(binding = 0) uniform sampler2D Texture[FETCH_COUNT]; |
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#version 430 core | |
#define FETCH_COUNT 16 | |
uniform sampler2D TextureDiffuse[FETCH_COUNT]; | |
in vec4 gl_FragCoord; | |
layout(location = 0, index = 0) out vec4 Color; |
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#version 430 core | |
vec3 correctSrgbToRgb(in vec3 ColorSRGB, in float Gamma) | |
{ | |
return mix( | |
pow((ColorSRGB + 0.055) * 0.94786729857819905213270142180095, vec3(Gamma)), | |
ColorSRGB * 0.07739938080495356037151702786378, | |
lessThanEqual(ColorSRGB, vec3(0.04045))); | |
} |
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#version 430 core | |
vec3 correctSrgbToRgb(in vec3 ColorSRGB, in float Gamma) | |
{ | |
return mix( | |
pow((ColorSRGB + 0.055) * 0.94786729857819905213270142180095, vec3(Gamma)), | |
ColorSRGB * 0.07739938080495356037151702786378, | |
lessThanEqual(ColorSRGB, vec3(0.04045))); | |
} |
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#version 430 core | |
vec4 gammaSrgbToRgb(in vec4 ColorSRGB) | |
{ | |
return vec4(pow(ColorSRGB.rgb, vec3(2.2)), ColorSRGB.a); | |
} | |
layout(binding = 0) uniform bufferFetch | |
{ | |
vec4 Color; |
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#version 430 core | |
vec4 gammaSrgbToRgb(in vec4 ColorSRGB) | |
{ | |
return vec4(pow(ColorSRGB.rgb, vec3(2.2)), ColorSRGB.a); | |
} | |
layout(binding = 0) uniform bufferFetch | |
{ | |
uint Color; |
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#version 430 core | |
vec3 taylorSrgbToRgb(in vec3 ColorSRGB) | |
{ | |
vec3 A = (ColorSRGB * 0.305306011 + 0.682171111); | |
vec3 B = (ColorSRGB * A + 0.012522878); | |
return ColorSRGB * B; | |
} | |
vec4 taylorSrgbToRgb(in vec4 ColorSRGB) |
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#version 430 core | |
vec3 taylorSrgbToRgb(in vec3 ColorSRGB) | |
{ | |
vec3 A = (ColorSRGB * 0.305306011 + 0.682171111); | |
vec3 B = (ColorSRGB * A + 0.012522878); | |
return ColorSRGB * B; | |
} | |
vec4 taylorSrgbToRgb(in vec4 ColorSRGB) |
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#version 430 core | |
layout(binding = 0) uniform bufferFetch | |
{ | |
uint Color; | |
} Buffer; | |
layout(location = 0, index = 0) out vec4 Color; | |
void main() |
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#version 430 core | |
layout(binding = 0) uniform bufferFetch | |
{ | |
vec4 Color; | |
} Buffer; | |
layout(location = 0, index = 0) out vec4 Color; | |
void main() |
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