#version 300 es

precision mediump float;
uniform sampler2D u_sampler;
varying vec4 v_rgba_gamma; // 0-1 gamma sRGBA
varying vec2 v_tc;

// 0-255 sRGB  from  0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
    bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
    vec3 lower = rgb * vec3(3294.6);
    vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
    return mix(higher, lower, vec3(cutoff));
}

// 0-255 sRGBA  from  0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
    return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}

// 0-1 gamma  from  0-1 linear
vec4 gamma_from_linear_rgba(vec4 linear_rgba) {
    return vec4(srgb_from_linear(linear_rgba.rgb) / 255.0, linear_rgba.a);
}

void main() {
    // The texture is set up with `SRGB8_ALPHA8`
    vec4 texture_in_gamma = gamma_from_linear_rgba(texture2D(u_sampler, v_tc));

    // Multiply vertex color with texture color (in gamma space).
    gl_FragColor = v_rgba_gamma * texture_in_gamma;
}
