This is the first step of moving the create infos back inside shader sources. All info files are now treated as source files. However, they are not considered in the include tree yet. This will come in another following PR. Each shader source file now generate a `.info` file containing only the create info declarations. This renames all info files so that they do not conflict with their previous versions that were copied (non-generated). Pull Request: https://projects.blender.org/blender/blender/pulls/146676
43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
GLSL
/* SPDX-FileCopyrightText: 2025 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#include "vk_backbuffer_blit_infos.hh"
|
|
|
|
COMPUTE_SHADER_CREATE_INFO(vk_backbuffer_blit)
|
|
|
|
float srgb_to_linearrgb(float c)
|
|
{
|
|
if (c < 0.04045f) {
|
|
return (c < 0.0f) ? 0.0f : c * (1.0f / 12.92f);
|
|
}
|
|
|
|
return pow((c + 0.055f) * (1.0f / 1.055f), 2.4f);
|
|
}
|
|
|
|
vec3 nonlinear_to_linear_scrgb(vec3 c)
|
|
{
|
|
#ifdef USE_GAMMA22
|
|
return pow(c, vec3(2.2f));
|
|
#else
|
|
return vec3(srgb_to_linearrgb(c.r), srgb_to_linearrgb(c.g), srgb_to_linearrgb(c.b));
|
|
#endif
|
|
}
|
|
|
|
void main()
|
|
{
|
|
ivec2 dst_texel = ivec2(gl_GlobalInvocationID.xy);
|
|
ivec2 src_size = ivec2(imageSize(src_img));
|
|
ivec2 src_texel = ivec2(dst_texel.x, src_size.y - dst_texel.y - 1);
|
|
vec4 color = imageLoad(src_img, ivec2(src_texel));
|
|
/*
|
|
* Convert from extended sRGB non-linear to linear.
|
|
*
|
|
* Preserves negative wide gamut values with sign/abs. May use either gamma 2.2
|
|
* decode to match most SDR sRGB displays, or the piecewise sRGB function to
|
|
* match Windows SDR applications in HDR node.
|
|
*/
|
|
color.rgb = sign(color.rgb) * nonlinear_to_linear_scrgb(abs(color.rgb)) * sdr_scale;
|
|
imageStore(dst_img, ivec2(dst_texel), color);
|
|
}
|