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Render ImGui to an intermediate SDR framebuffer and map it into the native PQ or scRGB output using the Wayland surface reference white. Preserve premultiplied alpha during conversion and limit composition to damaged overlay regions.
14 lines
207 B
GLSL
14 lines
207 B
GLSL
#version 300 es
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precision highp float;
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layout(location = 0) in vec3 vertex;
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layout(location = 1) in vec2 coord;
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out vec2 fragCoord;
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void main()
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{
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gl_Position = vec4(vertex, 1.0);
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fragCoord = coord;
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}
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