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wry/src/gfx_apis/vulkan/shaders/tex.frag

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GLSL

#version 450
#extension GL_EXT_scalar_block_layout : require
#define TEX_SET 1
#include "frag_spec_const.glsl"
#include "tex.common.glsl"
#include "tex_set.glsl"
#include "eotfs.glsl"
#include "alpha_modes.glsl"
layout(set = 0, binding = 0) uniform sampler sam;
layout(location = 0) in vec2 tex_pos;
layout(location = 0) out vec4 out_color;
void main() {
vec4 c = textureLod(sampler2D(tex, sam), tex_pos, 0);
if (c.a < data.discard_threshold) {
discard;
}
if (eotf != inv_eotf || has_matrix || alpha_mode != AM_PREMULTIPLIED_ELECTRICAL) {
vec3 rgb = c.rgb;
if (src_has_alpha && alpha_mode == AM_PREMULTIPLIED_ELECTRICAL) {
rgb /= mix(c.a, 1.0, c.a == 0.0);
}
rgb = apply_eotf(rgb);
if (src_has_alpha && alpha_mode == AM_PREMULTIPLIED_OPTICAL) {
rgb /= mix(c.a, 1.0, c.a == 0.0);
}
if (has_matrix) {
rgb = (cm_data.matrix * vec4(rgb, 1.0)).rgb;
}
rgb = apply_inv_eotf(rgb);
if (src_has_alpha) {
rgb *= c.a;
}
c.rgb = rgb;
}
if (has_alpha_multiplier) {
if (src_has_alpha) {
c *= data.mul;
} else {
c = vec4(c.rgb * data.mul, data.mul);
}
}
out_color = c;
}