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This is implemented by a two-subpass rendering scheme; the first subpass draws (and blends) onto a linear R16G16B16A16_SFLOAT buffer, while the second subpass performs linear->srgb conversion, writing onto the actual output buffer. |
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| .. | ||
| common.vert | ||
| meson.build | ||
| output.frag | ||
| quad.frag | ||
| texture.frag | ||