diff --git a/render/vulkan/shaders/output.frag b/render/vulkan/shaders/output.frag index 2a744aa24..e351079da 100644 --- a/render/vulkan/shaders/output.frag +++ b/render/vulkan/shaders/output.frag @@ -23,38 +23,35 @@ float linear_channel_to_srgb(float x) { return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055); } -vec4 linear_color_to_srgb(vec4 color) { - if (color.a == 0) { - return vec4(0); - } - color.rgb /= color.a; - color.rgb = vec3( +vec3 linear_color_to_srgb(vec3 color) { + return vec3( linear_channel_to_srgb(color.r), linear_channel_to_srgb(color.g), linear_channel_to_srgb(color.b) ); - color.rgb *= color.a; - return color; } void main() { - vec4 val = subpassLoad(in_color).rgba; - if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) { - if (val.a == 0) { - out_color = vec4(0); - return; - } - // Convert from pre-multiplied alpha to straight alpha - vec3 rgb = val.rgb / val.a; + vec4 in_color = subpassLoad(in_color).rgba; + // Convert from pre-multiplied alpha to straight alpha + float alpha = in_color.a; + vec3 rgb; + if (alpha == 0) { + rgb = vec3(0); + } else { + rgb = in_color.rgb / alpha; + } + + if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) { // Apply 3D LUT vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale; rgb = texture(lut_3d, pos).rgb; - - // Back to pre-multiplied alpha - out_color = vec4(rgb * val.a, val.a); } else { // OUTPUT_TRANSFORM_INVERSE_SRGB - // Produce post-premultiplied sRGB encoded values - out_color = linear_color_to_srgb(val); + // Produce sRGB encoded values + rgb = linear_color_to_srgb(rgb); } + + // Back to pre-multiplied alpha + out_color = vec4(rgb * alpha, alpha); }