does glsl support ?: on vectors, like this:
// hlsl
half3 linear_to_sRGB(half3 x)
{
return (x <= 0.0031308 ? (x * 12.9232102) : 1.055 * pow(x, 1.0 / 2.4) - 0.055);
}
I tried like this (via glm), not working as expected (i don't think they are the same thing):
//c++, glm
vec3 linear_to_sRGB(vec3 x)
{
return lessThan(v, vec3(0.0031308f)) == bvec3(true)
? (v * 12.9232102f)
: 1.055f * glm::pow(v, vec3(1.0f / 2.4f)) - 0.055f
;
}
You can achieve something like this with the built-in step
and mix
functions:
return mix(
1.055 * pow(x, 1.0 / 2.4) - 0.055,
x * 12.9232102,
step(x, vec3(0.0031308f)));