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[TEST] Refactored SRGBToLinear function
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@@ -140,12 +140,13 @@ uvec4 ReplicateByteTo16(uvec4 value) {
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// sRGB EOTF (decode: encoded value -> linear). Only used on the Vulkan path, where the
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// destination image is a linear float format with no format-level sRGB tag of its own.
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float SRGBToLinear(float c) {
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return (c <= 0.04045) ? (c / 12.92) : pow((c + 0.055) / 1.055, 2.4);
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}
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// Vectorized (single vec3 overload, no per-component scalar ternary) to match the style
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// already used elsewhere in this file (see the HDR Mt piecewise selection) rather than the
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// float/vec3 overload pair this replaces.
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vec3 SRGBToLinear(vec3 c) {
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return vec3(SRGBToLinear(c.x), SRGBToLinear(c.y), SRGBToLinear(c.z));
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const vec3 lo = c / 12.92;
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const vec3 hi = pow(max((c + 0.055) / 1.055, vec3(0.0)), vec3(2.4));
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return mix(hi, lo, lessThanEqual(c, vec3(0.04045)));
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}
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uint ReplicateBitTo7(uint value) {
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@@ -1406,8 +1407,7 @@ void DecompressBlock(ivec3 coord) {
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vec4((C0 * (uvec4(64) - weight_vec) + C1 * weight_vec + uvec4(32)) / 64);
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p = Cf / 65535.0f;
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#ifdef VULKAN
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// if (is_srgb != 0u)
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if (false) {
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if (is_srgb != 0u) {
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p.yzw = SRGBToLinear(p.yzw);
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}
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#endif
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