Files
LookingGlass/client/renderers/EGL/shader/desktop_rgb.frag
Geoffrey McRae 70b795c5ba [client] egl: make native HDR encoding-safe
Request true floating-point EGL configs for scRGB and expose the native
encodings supported by the selected surface. Fall back to software HDR
mapping when the surface cannot represent the incoming wire format.

Resample PQ in linear light, keep SDR-only effects out of native PQ
chains, and consume the cursor-specific white level without changing
binary monochrome cursor mask operations.
2026-07-19 05:13:03 +10:00

87 lines
2.2 KiB
GLSL

#version 300 es
#extension GL_OES_EGL_image_external_essl3 : enable
precision highp float;
precision highp int;
#define EGL_SCALE_AUTO 0
#define EGL_SCALE_NEAREST 1
#define EGL_SCALE_LINEAR 2
#define EGL_SCALE_MAX 3
#include "color_blind.h"
#include "hdr.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform int scaleAlgo;
uniform float nvGain;
uniform int cbMode;
uniform bool isHDR;
uniform bool mapHDRtoSDR;
uniform float mapHDRGain;
uniform bool mapHDRPQ;
vec4 samplePQLinear(vec2 coord)
{
ivec2 size = textureSize(sampler1, 0);
vec2 samplePos = coord * vec2(size) - 0.5;
ivec2 base = ivec2(floor(samplePos));
vec2 f = fract(samplePos);
ivec2 limit = size - ivec2(1);
vec3 c00 = pq2lin(texelFetch(sampler1,
clamp(base, ivec2(0), limit), 0).rgb, 1.0);
vec3 c10 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 0), ivec2(0), limit), 0).rgb, 1.0);
vec3 c01 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(0, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 c11 = pq2lin(texelFetch(sampler1,
clamp(base + ivec2(1, 1), ivec2(0), limit), 0).rgb, 1.0);
vec3 linear = mix(mix(c00, c10, f.x), mix(c01, c11, f.x), f.y);
return vec4(lin2pq(max(linear, 0.0)), 1.0);
}
void main()
{
switch (scaleAlgo)
{
case EGL_SCALE_NEAREST:
{
vec2 ts = vec2(textureSize(sampler1, 0));
color = texelFetch(sampler1, ivec2(uv * ts), 0);
break;
}
case EGL_SCALE_LINEAR:
{
color = isHDR && mapHDRPQ ? samplePQLinear(uv) : texture(sampler1, uv);
break;
}
}
if (isHDR && mapHDRtoSDR)
color.rgb = mapToSDR(color.rgb, mapHDRGain, mapHDRPQ);
// The legacy effects are defined for an SDR signal. Do not apply them to a
// native HDR signal where their nonlinear operations would alter luminance
// and gamut incorrectly. They remain available after HDR-to-SDR mapping.
if (cbMode > 0 && (!isHDR || mapHDRtoSDR))
color = cbTransform(color, cbMode);
if (nvGain > 0.0 && (!isHDR || mapHDRtoSDR))
{
highp float lumi = (0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b);
if (lumi < 0.5)
color *= atanh((1.0 - lumi) * 2.0 - 1.0) + 1.0;
color *= nvGain;
}
color.a = 1.0;
}