Currently I use the following formula to gamma correct colors (convert them from RGB to sRGB color space) after the lighting pass:
output = pow(color, vec3(1.0/2.2));
Is this formula the correct formula for gamma correction? I ask because I have encountered a few people saying that its not, and that the correct formula is more complicated and has something to do with power 2.4 rather than 2.2. I also heard something that the three color R, G and B should have different weights (something like 0.2126, 0.7152, 0.0722).
I am also curious which function does OpenGL use when GL_FRAMEBUFFER_SRGB is enabled.
Edit: This is one of many topics covered in Guy Davidson's talk "Everything you know about color is wrong". The gamma correction function is covered here, but the whole talk is related to color spaces including sRGB and gamma correction.