#version 450 layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color; // Matches enum wlr_vk_output_transform #define OUTPUT_TRANSFORM_INVERSE_SRGB 0 #define OUTPUT_TRANSFORM_LUT_3D 1 layout(location = 0) in vec2 uv; layout(location = 0) out vec4 out_color; #if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_LUT_3D layout(set = 1, binding = 0) uniform sampler3D lut_3d; /* struct wlr_vk_frag_output_pcr_data */ layout(push_constant) uniform UBO { layout(offset = 80) float lut_3d_offset; float lut_3d_scale; } data; #endif float linear_channel_to_srgb(float x) { return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055); } void main() { vec4 val = subpassLoad(in_color).rgba; if (val.a == 0) { out_color = vec4(0); return; } // Convert from pre-multiplied alpha to straight alpha vec3 rgb = val.rgb / val.a; #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; #endif #if OUTPUT_TRANSFORM == OUTPUT_TRANSFORM_INVERSE_SRGB rgb = vec3( linear_channel_to_srgb(rgb.r), linear_channel_to_srgb(rgb.g), linear_channel_to_srgb(rgb.b) ); #endif // Back to pre-multiplied alpha out_color = vec4(rgb * val.a, val.a); }