Why gamma correction is not used in fragment shader?
See original GitHub issueI’m sorry this might be off topic. I guess all shaders that render into screen should use gamma correction since most of designer design textures in sRGB color space.
However, the shader used in this repository is not using gamma correction like gl_FragColor = pow(color,vec3(1.0/2.2))
.
Is that correct?
Issue Analytics
- State:
- Created 6 years ago
- Reactions:1
- Comments:5 (4 by maintainers)
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Top GitHub Comments
Fixed in #55
Thanks for bringing attention to this!
@snagy Thank you for reconsideration. I’m very honer to help this repository to improve.