🔧 Use color management only on plasma 6
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@@ -42,7 +42,9 @@ uniform float uDuration;
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#if defined(KWIN) // --------------------------------------------------------------------
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#if defined(KWIN) // --------------------------------------------------------------------
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#if defined(PLASMA6)
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#include "colormanagement.glsl"
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#include "colormanagement.glsl"
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#endif
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uniform sampler2D sampler;
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uniform sampler2D sampler;
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uniform int textureWidth;
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uniform int textureWidth;
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@@ -76,12 +78,19 @@ void setOutputColor(vec4 outColor) {
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}
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}
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fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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fragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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#if defined(PLASMA6)
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fragColor = sourceEncodingToNitsInDestinationColorspace(fragColor);
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fragColor = sourceEncodingToNitsInDestinationColorspace(fragColor);
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fragColor = nitsToDestinationEncoding(fragColor);
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fragColor = nitsToDestinationEncoding(fragColor);
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#endif
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}
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}
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#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
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#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
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#if defined(PLASMA6)
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#include "colormanagement.glsl"
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#endif
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uniform sampler2D sampler;
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uniform sampler2D sampler;
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uniform int textureWidth;
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uniform int textureWidth;
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uniform int textureHeight;
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uniform int textureHeight;
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@@ -112,6 +121,11 @@ void setOutputColor(vec4 outColor) {
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}
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}
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gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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gl_FragColor = vec4(outColor.rgb * outColor.a, outColor.a);
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#if defined(PLASMA6)
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fragColor = sourceEncodingToNitsInDestinationColorspace(fragColor);
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fragColor = nitsToDestinationEncoding(fragColor);
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#endif
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}
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}
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#else // GNOME --------------------------------------------------------------------------
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#else // GNOME --------------------------------------------------------------------------
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