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render/vulkan: undo alpha premult before sRGB encoding/decoding
sRGB encoding/decoding needs to happen with straight alpha, not pre-multiplied alpha.
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parent
b560f36207
commit
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2 changed files with 32 additions and 16 deletions
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@ -15,23 +15,31 @@ layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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#define TEXTURE_TRANSFORM_IDENTITY 0
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#define TEXTURE_TRANSFORM_SRGB 1
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float srgb_to_linear(float x) {
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float srgb_channel_to_linear(float x) {
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return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4));
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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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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 = vec4(
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srgb_to_linear(val.r),
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srgb_to_linear(val.g),
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srgb_to_linear(val.b),
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val.a
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);
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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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out_color *= data.alpha;
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}
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