 
     vec4 iChannelTime;
 
-    //float iGlobalDelta;
-    //float iGlobalFrame;
-    //float iGlobalTime;
-    //float iSampleRate;
+    // .x = iGlobalDelta;
+    // .y = iGlobalFrame;
+    // .z = iGlobalTime;
+    // .w = iSampleRate;
     vec4 globalVariables_;
 };
 


float sRgbToLinear(const float sRgbColor)
{
        if (sRgbColor <= 0.04045)
      return sRgbColor / 12.92;
  else
      return pow((sRgbColor + 0.055) / 1.055, 2.4);
}

vec3 sRgbToLinearVec(const vec3 sRgbColor)

#define gl_FragColor    out_fragColor

#define DEF_USE_IMAGE_SHADER                1

// shadertoy shaders usually correct for gamma in the shader code
// we have a real sRGB target and need to write a linear color
// if you do not want to compensate uncomment this define
#define DEF_USE_SRGB_TO_LINEAR_CONVERSION   1

