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								#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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											2023-05-24 11:25:30 +02:00
										 
									 
								 
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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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											2023-10-17 12:21:08 +02:00
										 
									 
								 
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								float srgb_channel_to_linear(float x) {
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											2024-01-23 19:54:22 +00:00
										 
									 
								 
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									return mix(x / 12.92,
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										pow((x + 0.055) / 1.055, 2.4),
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										x > 0.04045);
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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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											2021-02-21 18:30:12 +01:00
										 
									 
								 
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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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											2021-10-16 15:31:48 +01:00
										 
									 
								 
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									out_color *= data.alpha;
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								}
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