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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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								// struct wlr_vk_frag_texture_pcr_data
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								layout(push_constant, row_major) uniform UBO {
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									layout(offset = 80) mat4 matrix;
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									float alpha;
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									float luminance_multiplier;
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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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								#define TEXTURE_TRANSFORM_ST2084_PQ 2
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								float srgb_channel_to_linear(float x) {
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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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								vec3 srgb_color_to_linear(vec3 color) {
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									return 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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								}
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								vec3 pq_color_to_linear(vec3 color) {
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									float inv_m1 = 1 / 0.1593017578125;
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									float inv_m2 = 1 / 78.84375;
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									float c1 = 0.8359375;
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									float c2 = 18.8515625;
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									float c3 = 18.6875;
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									vec3 num = max(pow(color, vec3(inv_m2)) - c1, 0);
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									vec3 denom = c2 - c3 * pow(color, vec3(inv_m2));
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									return pow(num / denom, vec3(inv_m1));
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								}
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								void main() {
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									vec4 in_color = textureLod(tex, uv, 0);
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									// Convert from pre-multiplied alpha to straight alpha
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									float alpha = in_color.a;
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									vec3 rgb;
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									if (alpha == 0) {
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										rgb = vec3(0);
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									} else {
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										rgb = in_color.rgb / alpha;
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									}
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									if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
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										rgb = srgb_color_to_linear(rgb);
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									} else if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_ST2084_PQ) {
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										rgb = pq_color_to_linear(rgb);
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									}
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									rgb *= data.luminance_multiplier;
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									rgb = mat3(data.matrix) * rgb;
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									// Back to pre-multiplied alpha
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									out_color = vec4(rgb * alpha, alpha);
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									out_color *= data.alpha;
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								}
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