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LookingGlass/client/renderers/EGL/shader/cursor_mono.frag

41 lines
704 B
GLSL

#version 300 es
precision highp float;
precision highp int;
#include "hdr.h"
in vec2 uv;
out vec4 color;
uniform sampler2D sampler1;
uniform float scale;
uniform bool mapSDRtoPQ;
uniform float sdrWhiteLevel;
void main()
{
vec4 tmp;
if (scale > 1.0)
{
vec2 ts = vec2(textureSize(sampler1, 0));
vec2 px = (uv - (0.5 / ts)) * ts;
if (px.x < 0.0 || px.y < 0.0)
discard;
tmp = texelFetch(sampler1, ivec2(px), 0);
}
else
tmp = texture(sampler1, uv);
if (tmp.rgb == vec3(0.0, 0.0, 0.0))
discard;
if (mapSDRtoPQ)
{
vec3 linear = bt709to2020(srgb2lin(tmp.rgb));
tmp.rgb = lin2pq(linear * (sdrWhiteLevel / 10000.0));
}
color = tmp;
}