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authorManuel Stoeckl <code@mstoeckl.com>2022-11-11 22:53:06 -0500
committerSimon Ser <contact@emersion.fr>2022-11-25 14:19:27 +0000
commit3ed69b49465f0b542d163da905dbc0864e19d5d8 (patch)
treed4909ffd0b1b8eff89d41dd67557f5422ac3a88d /render/vulkan/shaders/texture.frag
parent060df4c6c0f92e3989ce6fa13e5862bb3bee7dae (diff)
render/vulkan: add support for RGB565 texture format
Since this does not have a matching _SRGB-type vulkan format, add a new shader variant/pipeline to perform the sRGB->linear texture conversion.
Diffstat (limited to 'render/vulkan/shaders/texture.frag')
-rw-r--r--render/vulkan/shaders/texture.frag22
1 files changed, 21 insertions, 1 deletions
diff --git a/render/vulkan/shaders/texture.frag b/render/vulkan/shaders/texture.frag
index 0f9c52f1..15ef52af 100644
--- a/render/vulkan/shaders/texture.frag
+++ b/render/vulkan/shaders/texture.frag
@@ -9,8 +9,28 @@ layout(push_constant) uniform UBO {
layout(offset = 80) float alpha;
} data;
+layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
+
+#define TEXTURE_TRANSFORM_IDENTITY 0
+#define TEXTURE_TRANSFORM_SRGB 1
+
+float srgb_to_linear(float x) {
+ return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4));
+}
+
void main() {
- out_color = textureLod(tex, uv, 0);
+ vec4 val = textureLod(tex, uv, 0);
+ if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
+ out_color = vec4(
+ srgb_to_linear(val.r),
+ srgb_to_linear(val.g),
+ srgb_to_linear(val.b),
+ val.a
+ );
+ } else { // TEXTURE_TRANSFORM_IDENTITY
+ out_color = val;
+ }
+
out_color *= data.alpha;
}