egui/egui_glow/src/shader/fragment.glsl

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#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_sampler;
#ifdef NEW_SHADER_INTERFACE
in vec4 v_rgba;
in vec2 v_tc;
out vec4 f_color;
// a dirty hack applied to support webGL2
#define gl_FragColor f_color
#define texture2D texture
#else
varying vec4 v_rgba;
varying vec2 v_tc;
#endif
#ifndef SRGB_SUPPORTED
// 0-255 sRGB from 0-1 linear
vec3 srgb_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(3294.6);
vec3 higher = vec3(269.025) * pow(rgb, vec3(1.0 / 2.4)) - vec3(14.025);
return mix(higher, lower, vec3(cutoff));
}
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
// 0-1 linear from 0-255 sRGB
vec3 linear_from_srgb(vec3 srgb) {
bvec3 cutoff = lessThan(srgb, vec3(10.31475));
vec3 lower = srgb / vec3(3294.6);
vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
return mix(higher, lower, vec3(cutoff));
}
vec4 linear_from_srgba(vec4 srgba) {
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
}
void main() {
// We must decode the colors, since WebGL doesn't come with sRGBA textures:
vec4 texture_rgba = linear_from_srgba(texture2D(u_sampler, v_tc) * 255.0);
/// Multiply vertex color with texture color (in linear space).
gl_FragColor = v_rgba * texture_rgba;
// WebGL doesn't support linear blending in the framebuffer,
// so we do a hack here where we change the premultiplied alpha
// to do the multiplication in gamma space instead:
// Unmultiply alpha:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb /= gl_FragColor.a;
}
// Empiric tweak to make e.g. shadows look more like they should:
gl_FragColor.a *= sqrt(gl_FragColor.a);
// To gamma:
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
// Premultiply alpha, this time in gamma space:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb *= gl_FragColor.a;
}
}
#else
void main() {
// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
// so no need for any sRGB conversions here:
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
}
#endif