// The linearization code is from Pixar's implementation of
// pxrsRGBLinearize() found in PxrTextureShared.h
if(linearize) {
    float r = resultRGB[0];
    float g = resultRGB[1];
    float b = resultRGB[2];
    r = (r < 0.04045) ? r * 0.07739938 : pow((r + 0.055) * 0.947867299, 2.4);
    g = (g < 0.04045) ? g * 0.07739938 : pow((g + 0.055) * 0.947867299, 2.4);
    b = (b < 0.04045) ? b * 0.07739938 : pow((b + 0.055) * 0.947867299, 2.4);
    resultRGB = color(r, g, b);
    }