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	Since this does not have a matching _SRGB-type vulkan format, add a new shader variant/pipeline to perform the sRGB->linear texture conversion.
		
			
				
	
	
		
			36 lines
		
	
	
	
		
			747 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			36 lines
		
	
	
	
		
			747 B
		
	
	
	
		
			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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#define TEXTURE_TRANSFORM_IDENTITY 0
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#define TEXTURE_TRANSFORM_SRGB 1
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float srgb_to_linear(float x) {
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	return max(x / 12.92, pow((x + 0.055) / 1.055, 2.4));
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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 = vec4(
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			srgb_to_linear(val.r),
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			srgb_to_linear(val.g),
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			srgb_to_linear(val.b),
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			val.a
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		);
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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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