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-rw-r--r--src/multimedia/shaders/imc4.frag19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/multimedia/shaders/imc4.frag b/src/multimedia/shaders/imc4.frag
index 66ed4fe17..574a5f49b 100644
--- a/src/multimedia/shaders/imc4.frag
+++ b/src/multimedia/shaders/imc4.frag
@@ -1,15 +1,12 @@
#version 440
+#extension GL_GOOGLE_include_directive : enable
+
+#include "uniformbuffer.glsl"
+#include "colortransfer.glsl"
layout(location = 0) in vec2 texCoord;
layout(location = 0) out vec4 fragColor;
-layout(std140, binding = 0) uniform buf {
- mat4 matrix;
- mat4 colorMatrix;
- float opacity;
- float width;
-} ubuf;
-
layout(binding = 1) uniform sampler2D plane1Texture;
layout(binding = 2) uniform sampler2D plane2Texture;
@@ -21,4 +18,12 @@ void main()
float V = texture(plane2Texture, vec2(x + .5, texCoord.y)).r;
vec4 color = vec4(Y, U, V, 1.);
fragColor = ubuf.colorMatrix * color * ubuf.opacity;
+
+#ifdef QMM_OUTPUTSURFACE_LINEAR
+ fragColor = convertSRGBToLinear(fragColor);
+#endif
+
+ // Clamp output to valid range to account for out-of-range
+ // input values and numerical inaccuracies in YUV->RGB conversion
+ fragColor = clamp(fragColor, 0.0, 1.0);
}