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authorUjinT34 <41110182+UjinT34@users.noreply.github.com>2026-05-08 00:28:34 +0300
committerGitHub <noreply@github.com>2026-05-07 22:28:34 +0100
commit39af3901b389f792a55176041dec9211c82ed1c9 (patch)
treecfe9a9b84e56d2553934aa1600ffe5789aaa667b /src/render/shaders/glsl/shadow.frag
parentc18186a519d188a3ae8caf9947a5420a25590b82 (diff)
renderer: more FP16 fixes (#14070)
* fix fp16 blur with invalidation * restore tonemap code * fix fade outs * add sdr compat for unaware surfaces * use a better work space, not linear, only for sdr * fix hl tf -> wp tf * cache workbuffer descriptions * linear not normalised WIP * clear offload fb * CM math * fix includes * use precalculated cm for shadows * inner glow cm * quad cm * fix unmodified copy * codegen * cache color CM * mark blur dirty when CM/DS changes * avoid icc workbuffer * fp16 blur finish hack * fix output hdr luminances * use srgb for mirroring/sharing with fp16 * defaults people --------- Co-authored-by: Vaxry <vaxry@vaxry.net>
Diffstat (limited to 'src/render/shaders/glsl/shadow.frag')
-rw-r--r--src/render/shaders/glsl/shadow.frag34
1 files changed, 2 insertions, 32 deletions
diff --git a/src/render/shaders/glsl/shadow.frag b/src/render/shaders/glsl/shadow.frag
index e91e9a14..eb6f3174 100644
--- a/src/render/shaders/glsl/shadow.frag
+++ b/src/render/shaders/glsl/shadow.frag
@@ -8,10 +8,7 @@ precision highp float;
in vec4 v_color;
in vec2 v_texcoord;
-uniform int sourceTF; // eTransferFunction
-uniform int targetTF; // eTransferFunction
-uniform mat3 targetPrimariesXYZ;
-
+uniform vec4 colorSRGB;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 windowTopLeft;
@@ -23,11 +20,6 @@ uniform float range;
uniform float shadowPower;
uniform float thick;
-#if USE_CM
-#include "cm_helpers.glsl"
-#include "CM.glsl"
-#endif
-
#include "shadow.glsl"
layout(location = 0) out vec4 fragColor;
@@ -41,29 +33,7 @@ void main() {
#else
fragColor =
#endif
- getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, windowTopLeft, windowBottomRight, thick
-#if USE_CM
- ,
- sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange
-#if USE_ICC
- ,
- iccLut3D, iccLutSize
-#else
-#if USE_TONEMAP || USE_SDR_MOD
- ,
- targetPrimariesXYZ
-#endif
-#if USE_TONEMAP
- ,
- maxLuminance, dstMaxLuminance, dstRefLuminance, srcRefLuminance
-#endif
-#if USE_SDR_MOD
- ,
- sdrSaturation, sdrBrightnessMultiplier
-#endif
-#endif
-#endif
- );
+ getShadow(pixColor, colorSRGB, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, windowTopLeft, windowBottomRight, thick);
#if USE_MIRROR
fragColor = pixColors[0];
mirrorColor = pixColors[1];