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render/vulkan: add texture color transformation matrix
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commit
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3 changed files with 10 additions and 7 deletions
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@ -340,6 +340,7 @@ struct wlr_vk_vert_pcr_data {
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};
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struct wlr_vk_frag_texture_pcr_data {
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float matrix[4][4]; // only a 3x3 subset is used
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float alpha;
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};
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@ -816,9 +816,13 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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return;
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}
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float color_matrix[9];
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wlr_matrix_identity(color_matrix);
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struct wlr_vk_frag_texture_pcr_data frag_pcr_data = {
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.alpha = alpha,
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};
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encode_color_matrix(color_matrix, frag_pcr_data.matrix);
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bind_pipeline(pass, pipe->vk);
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@ -6,8 +6,9 @@ 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) uniform UBO {
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layout(offset = 80) float alpha;
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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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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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@ -33,11 +34,6 @@ vec3 srgb_color_to_linear(vec3 color) {
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void main() {
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vec4 in_color = textureLod(tex, uv, 0);
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if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_IDENTITY) {
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out_color = in_color * data.alpha;
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return;
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}
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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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@ -51,6 +47,8 @@ void main() {
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rgb = srgb_color_to_linear(rgb);
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}
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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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