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#version 450
layout(set = 0, binding = 0) uniform sampler2D tex;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform UBO {
layout(offset = 80) float alpha;
} data;
layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
// Matches enum wlr_vk_texture_transform
#define TEXTURE_TRANSFORM_IDENTITY 0
#define TEXTURE_TRANSFORM_SRGB 1
float srgb_channel_to_linear(float x) {
return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4));
}
vec4 srgb_color_to_linear(vec4 color) {
if (color.a == 0) {
return vec4(0);
}
color.rgb /= color.a;
color.rgb = vec3(
srgb_channel_to_linear(color.r),
srgb_channel_to_linear(color.g),
srgb_channel_to_linear(color.b)
);
color.rgb *= color.a;
return color;
}
void main() {
vec4 val = textureLod(tex, uv, 0);
if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
out_color = srgb_color_to_linear(val);
} else { // TEXTURE_TRANSFORM_IDENTITY
out_color = val;
}
out_color *= data.alpha;
}
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