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Merge pull request #48 from rz5/master
(glow) Enforce the R8G8B8A8_SRGB format from within the shaders
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commit
f029113ceb
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@ -20,6 +20,7 @@ void main()
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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@ -25,6 +25,7 @@ void main()
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float data_pix_no;
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layout(location = 1) in float data_pix_no;
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layout(location = 2) in float data_one;
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layout(location = 2) in float data_one;
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@ -32,6 +32,7 @@ void main()
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 data_pix_no;
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layout(location = 1) in vec2 data_pix_no;
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layout(location = 2) in float data_one;
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layout(location = 2) in float data_one;
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@ -25,6 +25,7 @@ void main()
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float data_pix_no;
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layout(location = 1) in float data_pix_no;
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layout(location = 2) in float data_one;
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layout(location = 2) in float data_one;
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@ -27,6 +27,7 @@ void main()
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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@ -29,6 +29,7 @@ void main()
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}
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}
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#pragma stage fragment
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#pragma stage fragment
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#pragma format R8G8B8A8_SRGB
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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