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#version 450
layout (input_attachment_index = 0, binding = 0) uniform subpassInput in_color;
layout(set = 1, binding = 0) uniform sampler3D lut_3d;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
/* struct wlr_vk_frag_output_pcr_data */
layout(push_constant) uniform UBO {
layout(offset = 80) float lut_3d_offset;
float lut_3d_scale;
} data;
float linear_channel_to_srgb(float x) {
return max(min(x * 12.92, 0.04045), 1.055 * pow(x, 1. / 2.4) - 0.055);
}
vec4 linear_color_to_srgb(vec4 color) {
if (color.a == 0) {
return vec4(0);
}
color.rgb /= color.a;
color.rgb = vec3(
linear_channel_to_srgb(color.r),
linear_channel_to_srgb(color.g),
linear_channel_to_srgb(color.b)
);
color.rgb *= color.a;
return color;
}
void main() {
vec4 val = subpassLoad(in_color).rgba;
// temporary code to use the 3d look up table; to be dropped next commit
vec3 pos = data.lut_3d_offset + vec3(0.5,0.5,0.5) * data.lut_3d_scale;
val.rgb *= texture(lut_3d, pos).rgb;
out_color = linear_color_to_srgb(val);
}