Reverse the matrix and srgb conversion for the preview
The sRGB curve should be applied after the color matrices
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@ -23,12 +23,13 @@ void main() {
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// Assume BGGR for now. Currently this just takes 3 of the four samples
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// for each pixel, there's room here to do some better debayering.
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vec3 color = vec3(samples.w, (samples.y + samples.z) / 2.0, samples.x);
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vec3 corrected = color * color_matrix;
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// Fast SRGB estimate. See https://mimosa-pudica.net/fast-gamma/
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vec3 srgb_color = (vec3(1.138) * inversesqrt(color) - vec3(0.138)) * color;
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vec3 srgb_color = (vec3(1.138) * inversesqrt(corrected) - vec3(0.138)) * corrected;
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// Slow SRGB estimate
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// vec3 srgb_color = pow(color, vec3(1.0 / 2.2));
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gl_FragColor = vec4(color_matrix * srgb_color, 1);
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gl_FragColor = vec4(srgb_color, 1);
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}
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