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https://github.com/hyprwm/wlroots-hyprland.git
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10dd416694
This is implemented by a two-subpass rendering scheme; the first subpass draws (and blends) onto a linear R16G16B16A16_SFLOAT buffer, while the second subpass performs linear->srgb conversion, writing onto the actual output buffer.
21 lines
440 B
GLSL
21 lines
440 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_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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void main() {
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vec4 val = subpassLoad(in_color).rgba;
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out_color = vec4(
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linear_to_srgb(val.r),
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linear_to_srgb(val.g),
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linear_to_srgb(val.b),
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val.a
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);
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}
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