// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/
// These encodings should have the same integer values as THREE.LinearEncoding, THREE.sRGBEncoding, etc...
#define ENCODING_Linear 3000
#define ENCODING_sRGB 3001
#define ENCODING_RGBE 3002
#define ENCODING_LogLuv 3003
#define ENCODING_RGBM7 3004
#define ENCODING_RGBM16 3005
#define ENCODING_RGBD 3006
#define ENCODING_Gamma 3007
vec4LinearToLinear(invec4value){
returnvalue;
}
...
...
@@ -55,17 +45,14 @@ vec4 RGBDToLinear( in vec4 value, in float maxRange ) {