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87 lines
2.1 KiB
GLSL
87 lines
2.1 KiB
GLSL
#version 450
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layout(set = 0, binding = 0) uniform sampler2D tex;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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// struct wlr_vk_frag_texture_pcr_data
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layout(push_constant, row_major) uniform UBO {
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layout(offset = 80) mat4 matrix;
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float alpha;
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float luminance_multiplier;
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} data;
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layout (constant_id = 0) const int TEXTURE_TRANSFORM = 0;
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// Matches enum wlr_vk_texture_transform
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#define TEXTURE_TRANSFORM_IDENTITY 0
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#define TEXTURE_TRANSFORM_SRGB 1
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#define TEXTURE_TRANSFORM_ST2084_PQ 2
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#define TEXTURE_TRANSFORM_GAMMA22 3
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#define TEXTURE_TRANSFORM_BT1886 4
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float srgb_channel_to_linear(float x) {
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return mix(x / 12.92,
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pow((x + 0.055) / 1.055, 2.4),
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x > 0.04045);
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}
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vec3 srgb_color_to_linear(vec3 color) {
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return 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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}
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vec3 pq_color_to_linear(vec3 color) {
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float inv_m1 = 1 / 0.1593017578125;
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float inv_m2 = 1 / 78.84375;
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float c1 = 0.8359375;
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float c2 = 18.8515625;
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float c3 = 18.6875;
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vec3 num = max(pow(color, vec3(inv_m2)) - c1, 0);
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vec3 denom = c2 - c3 * pow(color, vec3(inv_m2));
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return pow(num / denom, vec3(inv_m1));
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}
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vec3 bt1886_color_to_linear(vec3 color) {
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float lb = pow(0.0001, 1.0 / 2.4);
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float lw = pow(1.0, 1.0 / 2.4);
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float a = pow(lw - lb, 2.4);
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float b = lb / (lw - lb);
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return a * pow(color + vec3(b), vec3(2.4));
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}
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void main() {
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vec4 in_color = textureLod(tex, uv, 0);
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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 (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
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rgb = srgb_color_to_linear(rgb);
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} else if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_ST2084_PQ) {
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rgb = pq_color_to_linear(rgb);
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} else if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_GAMMA22) {
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rgb = pow(rgb, vec3(2.2));
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} else if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_BT1886) {
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rgb = bt1886_color_to_linear(rgb);
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}
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rgb *= data.luminance_multiplier;
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rgb = mat3(data.matrix) * rgb;
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// Back to pre-multiplied alpha
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out_color = vec4(rgb * alpha, alpha);
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out_color *= data.alpha;
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}
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