mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-12-28 04:19:48 +01:00
render/vulkan: undo alpha premult before sRGB encoding/decoding
sRGB encoding/decoding needs to happen with straight alpha, not pre-multiplied alpha.
This commit is contained in:
parent
b560f36207
commit
5adf325333
2 changed files with 32 additions and 16 deletions
|
@ -5,17 +5,25 @@ layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color;
|
|||
layout(location = 0) in vec2 uv;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
float linear_to_srgb(float x) {
|
||||
float linear_channel_to_srgb(float x) {
|
||||
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
|
||||
}
|
||||
|
||||
vec4 linear_color_to_srgb(vec4 color) {
|
||||
if (color.a == 0) {
|
||||
return vec4(0);
|
||||
}
|
||||
color.rgb /= color.a;
|
||||
color.rgb = vec3(
|
||||
linear_channel_to_srgb(color.r),
|
||||
linear_channel_to_srgb(color.g),
|
||||
linear_channel_to_srgb(color.b)
|
||||
);
|
||||
color.rgb *= color.a;
|
||||
return color;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec4 val = subpassLoad(in_color).rgba;
|
||||
out_color = vec4(
|
||||
linear_to_srgb(val.r),
|
||||
linear_to_srgb(val.g),
|
||||
linear_to_srgb(val.b),
|
||||
val.a
|
||||
);
|
||||
out_color = linear_color_to_srgb(val);
|
||||
}
|
||||
|
||||
|
|
|
@ -15,23 +15,31 @@ 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) {
|
||||
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 = vec4(
|
||||
srgb_to_linear(val.r),
|
||||
srgb_to_linear(val.g),
|
||||
srgb_to_linear(val.b),
|
||||
val.a
|
||||
);
|
||||
out_color = srgb_color_to_linear(val);
|
||||
} else { // TEXTURE_TRANSFORM_IDENTITY
|
||||
out_color = val;
|
||||
}
|
||||
|
||||
out_color *= data.alpha;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue