Hyprland/src/render/shaders/glsl/CM.frag

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#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
// uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 targetPrimaries;
uniform float alpha;
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
#include "rounding.glsl"
#include "CM.glsl"
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor;
if (texType == 1)
pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
renderer/gl: add internal gl formats and reduce internal driver format conversions (#12879) * format: add internal formats for drm formats cross referenced with weston and added internal formats and types for a lot of missing ones. also added a isFormatYUV helper. * framebuffer: ensure we use right internalformat ensure we use the right internal format to avoid internal driver blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that we want a depth aswell. * texture: use external on yuv or non linear mods using external makes us use the gpu's internal detiler. and this is makes intel a lot happier then having to format convert it to a linear format internally. * shaders: add external support to CM frag add external support to CM frag, and correct ext.frag typo. * formats: remove duplicates and fix a typo in cm.frag remove duplicate formats and a typo in cm.frag * formats: add swizzle logic to all formats add swizzle logic from weston for all formats and use it in shm texture paths. * format: more format changes use monitor drm format instead of forcing something different. * shader: remove external from cm.frag drivers want this resolved at compiletime cant use both samplerExternalOES and sampler2d and then runtime branch it. * screencopy: swizzle textures in screencopy swizzle textures in screencopy, to get the right colors when copying. * screencopy: restore old behaviour try restore old behaviour before the gles3 format changes. glReadPixels had the wrong format, so i went to far trying to mitigate it. should be like before now.
2026-01-07 19:53:42 +01:00
//else if (texType == 2)
// discard; // this shouldnt happen.
else // assume rgba
pixColor = texture(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
// this shader shouldn't be used when skipCM == 1
pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries);
if (applyTint == 1)
pixColor = vec4(pixColor.rgb * tint.rgb, pixColor[3]);
if (radius > 0.0)
pixColor = rounding(pixColor);
fragColor = pixColor * alpha;
}