Files
kitty/old-shaders/screenshot.frag.glsl
2026-07-03 09:14:58 +00:00

89 lines
2.8 KiB
GLSL

#version 140
#line 0 7893004
float srgb2linear(float x) {
// sRGB to linear conversion
float lower = x / 12.92;
float upper = pow((x + 0.055f) / 1.055f, 2.4f);
return mix(lower, upper, step(0.04045f, x));
}
float linear2srgb(float x) {
// Linear to sRGB conversion.
float lower = 12.92 * x;
float upper = 1.055 * pow(x, 1.0f / 2.4f) - 0.055f;
return mix(lower, upper, step(0.0031308f, x));
}
vec3 linear2srgb(vec3 x) {
vec3 lower = 12.92 * x;
vec3 upper = 1.055 * pow(x, vec3(1.0f / 2.4f)) - 0.055f;
return mix(lower, upper, step(0.0031308f, x));
}
vec3 srgb2linear(vec3 c) {
return vec3(srgb2linear(c.r), srgb2linear(c.g), srgb2linear(c.b));
}
#line 0 7893003
uniform sampler2D image;
uniform vec2 src_size; // Source texture size in pixels
in vec2 texcoord;
out vec4 output_color;
void main() {
// The input texture contains sRGB colors with premultiplied alpha.
// We need to output unpremultiplied sRGB colors with proper downscaling.
// For proper downscaling, we need to:
// 1. Sample neighboring pixels
// 2. Convert from sRGB to linear (unpremultiplying first)
// 3. Average in linear space
// 4. Convert back to sRGB
// 5. Output unpremultiplied
// Calculate the texel size
vec2 texel_size = 1.0 / src_size;
// Sample a 2x2 grid for better quality downscaling
// This provides basic bilinear-like filtering in linear space
vec2 tc = texcoord;
vec4 s00 = texture(image, tc + vec2(-0.25, -0.25) * texel_size);
vec4 s10 = texture(image, tc + vec2( 0.25, -0.25) * texel_size);
vec4 s01 = texture(image, tc + vec2(-0.25, 0.25) * texel_size);
vec4 s11 = texture(image, tc + vec2( 0.25, 0.25) * texel_size);
// Unpremultiply and convert to linear for each sample
vec3 linear00 = s00.a > 0.0 ? srgb2linear(s00.rgb / s00.a) : vec3(0.0);
vec3 linear10 = s10.a > 0.0 ? srgb2linear(s10.rgb / s10.a) : vec3(0.0);
vec3 linear01 = s01.a > 0.0 ? srgb2linear(s01.rgb / s01.a) : vec3(0.0);
vec3 linear11 = s11.a > 0.0 ? srgb2linear(s11.rgb / s11.a) : vec3(0.0);
// Average the alpha values
float avg_alpha = (s00.a + s10.a + s01.a + s11.a) * 0.25;
// For proper downsampling with transparency, weight colors by their alpha
// This ensures partially transparent pixels contribute proportionally
vec3 weighted_sum = linear00 * s00.a + linear10 * s10.a + linear01 * s01.a + linear11 * s11.a;
float total_weight = s00.a + s10.a + s01.a + s11.a;
// Calculate the weighted average color in linear space
vec3 avg_linear = total_weight > 0.0 ? weighted_sum / total_weight : vec3(0.0);
// Convert back to sRGB
vec3 srgb_color = linear2srgb(avg_linear);
// Output unpremultiplied sRGB color
output_color = vec4(srgb_color, avg_alpha);
}