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PQ sources excluded every external filter from the post-process chain. Decode PQ/BT.2020 into FP16 linear scRGB before active effects and pass the resulting transfer state to the desktop shader. Keep the raw PQ path when no effect is active. This avoids adding a conversion pass or per-frame latency to the common case.
38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#version 300 es
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#extension GL_OES_EGL_image_external_essl3 : enable
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precision highp float;
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#include "hdr.h"
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in vec2 fragCoord;
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out vec4 fragColor;
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uniform sampler2D sampler1;
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void main()
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{
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vec4 pq = texture(sampler1, fragCoord);
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fragColor = vec4(bt2020to709(pq2lin(pq.rgb, 1.0)) * 125.0, pq.a);
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}
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