wlroots/render/vulkan/shaders/output.frag

60 lines
1.4 KiB
GLSL

#version 450
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput in_color;
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
/* struct wlr_vk_frag_output_pcr_data */
layout(push_constant, row_major) uniform UBO {
layout(offset = 80) mat4 matrix;
float lut_3d_offset;
float lut_3d_scale;
} data;
layout (constant_id = 0) const int OUTPUT_TRANSFORM = 0;
// Matches enum wlr_vk_output_transform
#define OUTPUT_TRANSFORM_INVERSE_SRGB 0
#define OUTPUT_TRANSFORM_LUT_3D 1
float linear_channel_to_srgb(float x) {
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
}
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)
);
}
void main() {
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;
}
rgb = mat3(data.matrix) * rgb;
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;
} else { // OUTPUT_TRANSFORM_INVERSE_SRGB
// Produce sRGB encoded values
rgb = linear_color_to_srgb(rgb);
}
// Back to pre-multiplied alpha
out_color = vec4(rgb * alpha, alpha);
}