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#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float multiplier;
};
vec3 SRGBToLinear(vec3 srgbIn)
{
return srgbIn * (srgbIn * (srgbIn * 0.305306011 + 0.682171111) + 0.012522878);
}
void main()
{
vec4 c = texture(source, qt_TexCoord0);
// so much for Qt Quick is always linear, has no concept of sRGB, etc. The
// content is effectively sRGB so it all needs to be linearized (but
// nothing else, assuming scRGB).
c.rgb = SRGBToLinear(c.rgb);
c.rgb *= multiplier;
c *= qt_Opacity;
fragColor = c;
}
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