GPU Shader Image Editor has not the correct color space

When I use shader and batch in the Image Editor.

shader = gpu.shader.from_builtin(‘2D_IMAGE’)
batch = batch_for_shader(shader0, ‘TRI_FAN’, {“pos”: posv, “texCoord”: posv})

bpy.types.SpaceImageEditor.draw_handler_add(drawim, (), ‘WINDOW’, ‘POST_VIEW’)

Independent if I am using glTextures or uniform_sampler. My shader images or textures change with the selected Color Space, but it is always slightly off.

How can I load the images like the original images, or perhaps where is the code responsible for the loading and representation of the original images that I can see and adapt my code?

(I am currently using a custom shader (gamma, saturation, …), but it happens with both)

Maybe the color scheme for the render settings affects?

Thank you for the answer. I tried already, but only the Display Device changes anything.

I hope I understood you right. You meant Color Management in the Render Properties.

Example Images of the differences in sRGB.

The second image: