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The Vulkan renderer performs alpha blending in linear RGB space, which preserves hue better than blending sRGB-encoded values directly (as the gles and pixman renderers do), but unfortunately tends to give a too-bright result when blending dark and light colors. (In desktop usage, this especially affects dark, semi-transparent tooltips, which appear significantly more transparent than expected, affecting readability if light text underneath shows through.) This is a novel (I think) approach to compensating for this effect by adjusting the alpha value of the source texture - basically the result is that dark semi-transparent pixels are made a little more opaque, while light semi-transparent pixels are made a little more transparent. Alpha values of 0 and 1 are unchanged. I am somewhat new to science of color blending (Björn Ottosson's page, "How software gets color wrong" is very enlightening) but I think this approach makes at least a little bit of sense theoretically, and the result seems to me subjectively to be an improvement. Analysis from an expert on the subject would be greatly appreciated. v2: compensate alpha in solid color conversions also v3: un-premultiply average value for solid color conversion
53 lines
1.3 KiB
GLSL
53 lines
1.3 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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layout(push_constant) uniform UBO {
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layout(offset = 80) float alpha;
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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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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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vec4 srgb_color_to_linear(vec4 color) {
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if (color.a == 0) {
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return vec4(0);
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}
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color.rgb /= color.a;
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// Estimate perceptual lightness from sRGB values
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float v = (color.r + color.g + color.b) / 3;
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color.rgb = 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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// Adjust alpha to make dark semi-transparent overlays a bit more
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// opaque, better matching perceptual intent compared to simple
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// linear blending (see README-alpha-blend for a longer discussion)
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color.a = ((v - 0.5) * color.a * color.a + color.a) / (v + 0.5);
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color.rgb *= color.a;
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return color;
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}
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void main() {
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vec4 val = textureLod(tex, uv, 0);
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if (TEXTURE_TRANSFORM == TEXTURE_TRANSFORM_SRGB) {
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out_color = srgb_color_to_linear(val);
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} else { // TEXTURE_TRANSFORM_IDENTITY
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out_color = val;
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}
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out_color *= data.alpha;
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}
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