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authorDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-02 18:56:59 -0500
committerDuck912 <350528965+Duck912@users.noreply.github.com>2026-11-02 18:56:59 -0500
commit9acd36eb9a291e0631346f5b17d69d0e8eb26cc5 (patch)
tree5142f9867928a2e7f07a6b6b79ca00fa5f900425 /src/video_core/host_shaders
parent11cebf56014a5015db28179a8acc81cad0caf641 (diff)
parent2d81fd5072c060737c18ed4cfc46a04fb8cbb94c (diff)
Merge remote-tracking branch 'origin/nx2' into fe-fsr31
# Conflicts: # src/video_core/renderer_vulkan/blit_image.cpp # src/video_core/renderer_vulkan/blit_image.h
Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/CMakeLists.txt1
-rw-r--r--src/video_core/host_shaders/blit_color_srgb_to_linear.frag18
2 files changed, 19 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index 6628d4cce3..7fbf9a80be 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -18,6 +18,7 @@ set(SHADER_FILES
${CMAKE_CURRENT_SOURCE_DIR}/astc_decoder.comp
${CMAKE_CURRENT_SOURCE_DIR}/bc_encoder.comp
${CMAKE_CURRENT_SOURCE_DIR}/blit_color_float.frag
+ ${CMAKE_CURRENT_SOURCE_DIR}/blit_color_srgb_to_linear.frag
${CMAKE_CURRENT_SOURCE_DIR}/block_linear_unswizzle_2d.comp
${CMAKE_CURRENT_SOURCE_DIR}/blit_color_msaa.frag
${CMAKE_CURRENT_SOURCE_DIR}/blit_depth.frag
diff --git a/src/video_core/host_shaders/blit_color_srgb_to_linear.frag b/src/video_core/host_shaders/blit_color_srgb_to_linear.frag
new file mode 100644
index 0000000000..1a38cb52a1
--- /dev/null
+++ b/src/video_core/host_shaders/blit_color_srgb_to_linear.frag
@@ -0,0 +1,18 @@
+// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
+// SPDX-License-Identifier: GPL-3.0-or-later
+
+#version 450
+
+layout(binding = 0) uniform sampler2D tex;
+
+layout(location = 0) in vec2 texcoord;
+layout(location = 0) out vec4 color;
+
+// Copy of an sRGB-encoded source into a linear destination: the piecewise sRGB decode on the
+// color channels, alpha unchanged.
+void main() {
+ const vec4 value = textureLod(tex, texcoord, 0);
+ const vec3 low = value.rgb / 12.92;
+ const vec3 high = pow((value.rgb + 0.055) / 1.055, vec3(2.4));
+ color = vec4(mix(high, low, lessThan(value.rgb, vec3(0.04045))), value.a);
+}