33 lines
818 B
GLSL
33 lines
818 B
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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precision mediump float;
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layout(binding = 0) uniform sampler2D tex;
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layout(location = 0) in highp vec2 vUV;
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layout(location = 0) out vec4 fragColor;
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layout(push_constant) uniform Color {
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// If emulateSRGB is set (!= 0), the input texels are sRGB encoded. We save the
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// conversion step below, at the cost of texture filtering in sRGB space.
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layout(offset=16) float emulateSRGB;
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} _color;
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vec3 RGBtosRGB(vec3 rgb) {
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bvec3 cutoff = greaterThanEqual(rgb, vec3(0.0031308));
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vec3 below = vec3(12.92)*rgb;
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vec3 above = vec3(1.055)*pow(rgb, vec3(0.41666)) - vec3(0.055);
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return mix(below, above, cutoff);
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}
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void main() {
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vec4 texel = texture(tex, vUV);
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if (_color.emulateSRGB == 0.0) {
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texel.rgb = RGBtosRGB(texel.rgb);
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}
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fragColor = texel;
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}
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