#version 330
float Luminance(vec3 rgb)
{
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
return dot(rgb, W);
}
// The hardware conversion doesn't work on all drivers.
// http://entropymine.com/imageworsener/srgbformula/
float SrgbToLinear(float x)
if (x < 0.03928)
return x * 0.0773993808; // 1.0 / 12.92
else
return pow((x + 0.055) / 1.055, 2.4);
vec3 SrgbToLinear(vec3 color) {
return vec3(SrgbToLinear(color.r), SrgbToLinear(color.g), SrgbToLinear(color.b));
float GetComponent(int Type, vec4 Texture)
switch (Type)
case 0: return Texture.r;
case 1: return Texture.g;
case 2: return Texture.b;
case 3: return Texture.a;
case 4: return 1;
case 5: return 0;
default: return 1;