diff options
| author | UjinT34 <41110182+UjinT34@users.noreply.github.com> | 2026-05-08 00:28:34 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-05-07 22:28:34 +0100 |
| commit | 39af3901b389f792a55176041dec9211c82ed1c9 (patch) | |
| tree | cfe9a9b84e56d2553934aa1600ffe5789aaa667b /src/render/shaders/glsl/shadow.frag | |
| parent | c18186a519d188a3ae8caf9947a5420a25590b82 (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.frag | 34 |
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]; |
