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https://github.com/libretro/RetroArch
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28 lines
667 B
GLSL
28 lines
667 B
GLSL
#version 310 es
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precision highp float;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform highp sampler2D Source;
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#include "hdr_common.glsl"
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void main()
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{
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vec4 source = texture(Source, vTexCoord);
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vec3 hdr = source.rgb;
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vec3 linear = hdr;
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if (settings.hdr10 == 0.0f)
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{
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/* Backbuffer is in HDR10, need to convert to linear */
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linear = ConvertHDR10ToLinear(hdr);
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}
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vec3 sdr = hdr;
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if (settings.inverse_tonemap == 0.0f)
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{
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/* Backbuffer is inverse tonemapped, need to tonemap back */
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sdr = Tonemap(linear);
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}
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FragColor = vec4(sdr, source.a);
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}
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