#version 440 layout(location = 0) in vec2 v_texcoord; layout(location = 1) in vec4 v_color; layout(location = 0) out vec4 fragColor; layout(std140, binding = 0) uniform buf { mat4 mvp; float opacity; // Windows HDR: set to SDR_white_level_in_nits / 80 // macOS/iOS EDR: set to 1.0 // No HDR: set to 0.0, will do linear to sRGB at the end then. float hdrWhiteLevelMult; }; layout(binding = 1) uniform sampler2D tex; vec3 linearToSRGB(vec3 color) { vec3 S1 = sqrt(color); vec3 S2 = sqrt(S1); vec3 S3 = sqrt(S2); return 0.585122381 * S1 + 0.783140355 * S2 - 0.368262736 * S3; } void main() { vec4 c = v_color * texture(tex, v_texcoord); c.a *= opacity; if (hdrWhiteLevelMult > 0.0) c.rgb *= hdrWhiteLevelMult; else c.rgb = linearToSRGB(c.rgb); c.rgb *= c.a; // premultiplied alpha fragColor = c; }