 #define gl_FragColor    out_fragColor
 
 #define DEF_USE_IMAGE_SHADER                1
-// shadertoys usully correct to gamme themself
-// we have a sRGB target and need to compensate and write linear color
+
+// 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
 


    vec4 iChannelTime;

    //float iGlobalDelta;
    //float iGlobalFrame;
    //float iGlobalTime;
    //float iSampleRate;
    vec4 globalVariables_;
};


#if (DEF_USE_IMAGE_SHADER == 1)
    mainImage(out_fragColor, vec2(gl_FragCoord.x, iResolution.y - gl_FragCoord.y));
#endif

#if (DEF_USE_SRGB_TO_LINEAR_CONVERSION == 1)
    out_fragColor.rgb = sRgbToLinearVec(out_fragColor.rgb);
#endif
