In three-text I’ve been using a
RawShaderMaterial with a color as an input uniform. In the vertex shader I use
encodings_pars_fragment) to ensure the output is in the sRGB color space.
Is there a way to respond dynamically to the output color space when using RawShaderMaterial, so that it works with any output color space? Something like
linearToOutputTexel, but accessible from my custom RawShaderMaterial subclass?