mirror of
https://github.com/hyprwm/wlroots-hyprland.git
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5adf325333
sRGB encoding/decoding needs to happen with straight alpha, not pre-multiplied alpha.
45 lines
997 B
GLSL
45 lines
997 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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layout(push_constant) uniform UBO {
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layout(offset = 80) float alpha;
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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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// Matches enum wlr_vk_texture_transform
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#define TEXTURE_TRANSFORM_IDENTITY 0
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#define TEXTURE_TRANSFORM_SRGB 1
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float srgb_channel_to_linear(float x) {
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return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4));
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}
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vec4 srgb_color_to_linear(vec4 color) {
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if (color.a == 0) {
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return vec4(0);
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}
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color.rgb /= color.a;
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color.rgb = vec3(
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srgb_channel_to_linear(color.r),
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srgb_channel_to_linear(color.g),
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srgb_channel_to_linear(color.b)
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);
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color.rgb *= color.a;
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return color;
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}
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void main() {
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vec4 val = textureLod(tex, uv, 0);
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if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
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out_color = srgb_color_to_linear(val);
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} else { // TEXTURE_TRANSFORM_IDENTITY
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out_color = val;
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}
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out_color *= data.alpha;
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}
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