wlroots/render/vulkan/shaders/texture.frag

87 lines
2.1 KiB
GLSL

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