2021-06-07 18:18:42 +00:00
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#version 100
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2021-02-20 18:48:02 +00:00
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precision mediump float;
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uniform sampler2D u_sampler;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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// 0-255 sRGB from 0-1 linear
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vec3 srgb_from_linear(vec3 rgb) {
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2021-11-13 12:09:08 +00:00
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bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
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vec3 lower = rgb * vec3(3294.6);
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vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 srgba_from_linear(vec4 rgba) {
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return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
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}
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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2021-11-13 12:09:08 +00:00
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, vec3(cutoff));
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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// We must decode the colors, since WebGL doesn't come with sRGBA textures:
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vec4 texture_rgba = linear_from_srgba(texture2D(u_sampler, v_tc) * 255.0);
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2021-11-13 12:09:08 +00:00
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/// Multiply vertex color with texture color (in linear space).
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gl_FragColor = v_rgba * texture_rgba;
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2021-02-20 18:48:02 +00:00
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2021-11-13 12:09:08 +00:00
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// We must gamma-encode again since WebGL doesn't support linear blending in the framebuffer.
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gl_FragColor = srgba_from_linear(v_rgba * texture_rgba) / 255.0;
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2021-02-20 18:48:02 +00:00
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2021-11-13 12:09:08 +00:00
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// WebGL doesn't support linear blending in the framebuffer,
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// so we apply this hack to at least get a bit closer to the desired blending:
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gl_FragColor.a = pow(gl_FragColor.a, 1.6); // Empiric nonsense
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2021-02-20 18:48:02 +00:00
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}
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