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render/vulkan: unify alpha pre-multiplication in output shader
Instead of handling alpha pre-multiplication in each branch, add some common logic before and after handling OUTPUT_TRANSFORM.
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1 changed files with 18 additions and 21 deletions
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@ -23,38 +23,35 @@ float linear_channel_to_srgb(float x) {
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return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
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}
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vec4 linear_color_to_srgb(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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vec3 linear_color_to_srgb(vec3 color) {
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return vec3(
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linear_channel_to_srgb(color.r),
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linear_channel_to_srgb(color.g),
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linear_channel_to_srgb(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 = subpassLoad(in_color).rgba;
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if (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
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if (val.a == 0) {
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out_color = vec4(0);
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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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vec3 rgb = val.rgb / val.a;
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vec4 in_color = subpassLoad(in_color).rgba;
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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 (OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D) {
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// Apply 3D LUT
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vec3 pos = data.lut_3d_offset + rgb * data.lut_3d_scale;
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rgb = texture(lut_3d, pos).rgb;
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} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
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// Produce sRGB encoded values
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rgb = linear_color_to_srgb(rgb);
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}
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// Back to pre-multiplied alpha
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out_color = vec4(rgb * val.a, val.a);
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} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
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// Produce post-premultiplied sRGB encoded values
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out_color = linear_color_to_srgb(val);
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}
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out_color = vec4(rgb * alpha, alpha);
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}
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