diff --git a/crates/gpui/src/platform/windows/shaders.hlsl b/crates/gpui/src/platform/windows/shaders.hlsl index daef05059b..32d85f7690 100644 --- a/crates/gpui/src/platform/windows/shaders.hlsl +++ b/crates/gpui/src/platform/windows/shaders.hlsl @@ -1092,28 +1092,9 @@ MonochromeSpriteVertexOutput monochrome_sprite_vertex(uint vertex_id: SV_VertexI return output; } -float4 blend_color(float4 color, float alpha_factor) { - float alpha = color.a * alpha_factor; - float multiplier = premultiplied_alpha != 0 ? alpha : 1.0; - return float4(color.rgb * multiplier, alpha); -} - -float3 linear_to_srgbee(float3 l) { - bool cutoff = l < float3(0.0031308, 0.0031308, 0.0031308); - float3 higher = float3(1.055, 1.055, 1.055) * pow(l, float3(1.0 / 2.4, 1.0 / 2.4, 1.0 / 2.4)) - float3(0.055, 0.055, 0.055); - float3 lower = l * float3(12.92, 12.92, 12.92); - return cutoff ? lower : higher; -} - float4 monochrome_sprite_fragment(MonochromeSpriteFragmentInput input): SV_Target { float sample = t_sprite.Sample(s_sprite, input.tile_position).r; - float4 color = input.color; - // color.a *= sample; - // return float4(color.rgb, color.a); - if (any(input.clip_distance < 0.0)) { - return float4(0.0, 0.0, 0.0, 0.0); - } - return blend_color(input.color, sample); + return float4(input.color.rgb, input.color.a * sample); } /*