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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.
29 lines
654 B
GLSL
29 lines
654 B
GLSL
#version 450
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layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color;
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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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float linear_channel_to_srgb(float x) {
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return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
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}
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vec4 linear_color_to_srgb(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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linear_channel_to_srgb(color.r),
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linear_channel_to_srgb(color.g),
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linear_channel_to_srgb(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 = subpassLoad(in_color).rgba;
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out_color = linear_color_to_srgb(val);
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}
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