I want to implement gamma correction on my OpenGL 3D renderer, I understand that it's absolutely relevant on texture loaded in sRGB, so I do this:
vec4 texColor;
texColor = texture(src_tex_unit0, texCoordVarying);
texColor = vec4(pow(texColor.rgb,vec3(2.2)),1.0);
vec4 colorPreGamma = texColor * (vec4(ambient,1.0) + vec4(diffuse,1.0));
fragColor = vec4(pow(colorPreGamma.rgb, vec3(1.0/gamma)),1.0);
But my question is about solid color, when the surface of the 3D object I want lit is not textured but just colored by a per vertex RGB value. In this case, do I have to transform my color in Linear space, and after the lighting operation, transform back to gamma space like I do for a texture?
Does this apply when my light are colored?