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26 changes: 19 additions & 7 deletions desktop/src/render/composite_shader.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -49,17 +49,29 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return ui;
}

let vp_cord = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;
let viewport_coordinate = (in.tex_coords - constants.viewport_offset) * constants.viewport_scale;

let ov = textureSample(t_overlays, s_diffuse, vp_cord);
let vp = textureSample(t_viewport, s_diffuse, vp_cord);
// Vello renders its values to an `RgbaUnorm` texture, but if we try to use this in the main rendering pipeline
// which renders to an `Srgb` surface, gamma mapping is applied twice. This converts back to linear to compensate.
let overlay_raw = textureSample(t_overlays, s_diffuse, viewport_coordinate);
let overlay = vec4<f32>(srgb_to_linear(overlay_raw.rgb), overlay_raw.a);
let viewport_raw = textureSample(t_viewport, s_diffuse, viewport_coordinate);
let viewport = vec4<f32>(srgb_to_linear(viewport_raw.rgb), viewport_raw.a);

if (ov.a < 0.001) {
return blend(ui, vp);
if (overlay.a < 0.001) {
return blend(ui, viewport);
}

let comp = blend(ov, vp);
return blend(ui, comp);
let composite = blend(overlay, viewport);
return blend(ui, composite);
}

fn srgb_to_linear(srgb: vec3<f32>) -> vec3<f32> {
return select(
pow((srgb + 0.055) / 1.055, vec3<f32>(2.4)),
srgb / 12.92,
srgb <= vec3<f32>(0.04045)
);
}

fn blend(fg: vec4<f32>, bg: vec4<f32>) -> vec4<f32> {
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