30 lines
751 B
GLSL
30 lines
751 B
GLSL
#version 450
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#extension GL_EXT_samplerless_texture_functions : require
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#extension GL_EXT_scalar_block_layout : require
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#include "frag_spec_const.glsl"
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#include "eotfs.glsl"
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#include "out.common.glsl"
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layout(set = 0, binding = 0) uniform texture2D in_color;
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layout(set = 0, binding = 1, row_major, std430) uniform ColorManagementData {
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mat4x4 matrix;
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} cm_data;
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layout(location = 0) out vec4 out_color;
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void main() {
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vec4 c = texelFetch(in_color, ivec2(gl_FragCoord.xy), 0);
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if (eotf != inv_eotf || has_matrix) {
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vec3 rgb = c.rgb;
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rgb /= mix(c.a, 1.0, c.a == 0.0);
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rgb = apply_eotf(rgb);
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if (has_matrix) {
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rgb = (cm_data.matrix * vec4(rgb, 1.0)).rgb;
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}
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rgb = apply_inv_eotf(rgb);
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rgb *= c.a;
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c.rgb = rgb;
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}
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out_color = c;
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}
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