Use calibration for preview
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@@ -4,6 +4,7 @@ precision highp float;
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uniform sampler2D texture;
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uniform mat3 color_matrix;
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uniform float inv_gamma;
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#ifdef BITS_10
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uniform float row_length;
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uniform float padding_ratio;
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@@ -62,13 +63,13 @@ main()
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// should be an uniform
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vec3 corrected = color - 0.02;
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#if defined(COLORSPACE_RAW)
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/*
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// Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
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vec3 srgb_color =
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vec3 gamma_color =
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(vec3(1.138) * inversesqrt(corrected) - vec3(0.138)) * corrected;
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*/
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color = color * color_matrix;
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gl_FragColor = vec4(srgb_color, 1);
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#elif defined(COLORSPACE_SRGB)
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gl_FragColor = vec4(color, 1);
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#endif
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vec3 gamma_color = pow(color, vec3(inv_gamma));
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gl_FragColor = vec4(gamma_color, 1);
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}
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