mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-11-14 01:15:59 +01:00
3ed69b4946
Since this does not have a matching _SRGB-type vulkan format, add a new shader variant/pipeline to perform the sRGB->linear texture conversion.
36 lines
747 B
GLSL
36 lines
747 B
GLSL
#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;
|
|
|
|
#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() {
|
|
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;
|
|
}
|
|
|