wlroots/render/vulkan/shaders/texture.frag

57 lines
1.2 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;
layout(push_constant) uniform UBO {
layout(offset = 80) float alpha;
} 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
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)
);
}
void main() {
vec4 in_color = textureLod(tex, uv, 0);
if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_IDENTITY) {
out_color = in_color * data.alpha;
return;
}
// 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);
}
// Back to pre-multiplied alpha
out_color = vec4(rgb * alpha, alpha);
out_color *= data.alpha;
}