**Refactor sRGB import option on textures** to actually handle image contents with gamma

This commit is contained in:
2026-01-12 15:50:24 +01:00
parent 4b9fa0dcf5
commit b834dddb11
25 changed files with 196 additions and 54 deletions
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@@ -38,6 +38,7 @@ struct VertexOutput
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
@@ -55,6 +56,7 @@ struct PixelInput
#endif
float4 ClipExtents : TEXCOORD3;
float2 ClipOrigin : TEXCOORD4;
float2 CustomData : TEXCOORD5; // x-per-geometry type, y-features mask
#if USE_CUSTOM_VERTEX_INTERPOLATORS
float4 CustomVSToPS[CUSTOM_VERTEX_INTERPOLATORS_COUNT] : TEXCOORD9;
#endif
@@ -67,6 +69,7 @@ struct MaterialInput
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
float2 CustomData; // x-per-geometry type, y-features mask
#if USE_VERTEX_COLOR
half4 VertexColor;
#endif
@@ -84,6 +87,7 @@ MaterialInput GetMaterialInput(Render2DVertex input, VertexOutput output)
MaterialInput result;
result.WorldPosition = output.WorldPosition;
result.TexCoord = output.TexCoord;
result.CustomData = input.CustomDataAndClipOrigin.xy;
#if USE_VERTEX_COLOR
result.VertexColor = output.VertexColor;
#endif
@@ -103,6 +107,7 @@ MaterialInput GetMaterialInput(PixelInput input)
MaterialInput result;
result.WorldPosition = input.WorldPosition;
result.TexCoord = input.TexCoord;
result.CustomData = input.CustomData;
#if USE_VERTEX_COLOR
result.VertexColor = input.VertexColor;
#endif
@@ -229,6 +234,7 @@ VertexOutput VS_GUI(Render2DVertex input)
#if USE_VERTEX_COLOR
output.VertexColor = input.Color;
#endif
output.CustomData = input.CustomDataAndClipOrigin.xy;
output.ClipOrigin = input.CustomDataAndClipOrigin.zw;
output.ClipExtents = input.ClipExtents;
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