Clean up glsl code
This commit is contained in:
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b5cb2b2c0d
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105cb57050
13 changed files with 219 additions and 219 deletions
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@ -7,39 +7,39 @@ 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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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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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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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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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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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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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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// 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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/// Multiply vertex color with texture color (in linear space).
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gl_FragColor = v_rgba * texture_rgba;
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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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// 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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// 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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// 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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// 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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}
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@ -5,7 +5,7 @@ varying vec4 v_rgba;
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varying vec2 v_tc;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
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@ -6,7 +6,7 @@ in vec2 v_tc;
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out vec4 f_color;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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f_color = v_rgba * texture(u_sampler, v_tc);
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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f_color = v_rgba * texture(u_sampler, v_tc);
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}
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@ -7,27 +7,27 @@ 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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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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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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return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
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}
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void main() {
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// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
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vec4 texture_rgba = texture2D(u_sampler, v_tc);
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// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
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vec4 texture_rgba = texture2D(u_sampler, v_tc);
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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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/// Multiply vertex color with texture color (in linear space).
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gl_FragColor = v_rgba * texture_rgba;
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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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// 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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// 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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// 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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}
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@ -10,23 +10,23 @@ varying vec2 v_tc;
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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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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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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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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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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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@ -9,23 +9,23 @@ varying vec2 v_tc;
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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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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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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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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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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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@ -9,23 +9,23 @@ out vec2 v_tc;
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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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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, cutoff);
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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, 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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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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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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@ -10,23 +10,23 @@ varying vec2 v_tc;
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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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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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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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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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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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@ -1,77 +1,76 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump float;
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#endif
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uniform sampler2D u_sampler;
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#ifdef NEW_SHADER_INTERFACE
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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// a dirty hack applied to support webGL2
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#define gl_FragColor f_color
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#define texture2D texture
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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// a dirty hack applied to support webGL2
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#define gl_FragColor f_color
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#define texture2D texture
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#else
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varying vec4 v_rgba;
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varying vec2 v_tc;
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varying vec4 v_rgba;
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varying vec2 v_tc;
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#endif
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#ifndef SRGB_SUPPORTED
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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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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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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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/// Multiply vertex color with texture color (in linear space).
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gl_FragColor = v_rgba * texture_rgba;
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// WebGL doesn't support linear blending in the framebuffer,
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// so we do a hack here where we change the premultiplied alpha
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// to do the multiplication in gamma space instead:
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// Unmultiply alpha:
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if (gl_FragColor.a > 0.0) {
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gl_FragColor.rgb /= gl_FragColor.a;
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#ifdef SRGB_SUPPORTED
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void main() {
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// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
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// so no need for any sRGB conversions here:
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gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
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}
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#else
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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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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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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 WebGL1 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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/// Multiply vertex color with texture color (in linear space).
|
||||
gl_FragColor = v_rgba * texture_rgba;
|
||||
|
||||
// WebGL1 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;
|
||||
// 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;
|
||||
// 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
|
||||
#endif
|
||||
|
|
|
@ -1,16 +1,17 @@
|
|||
#ifdef NEW_SHADER_INTERFACE
|
||||
#define I in
|
||||
#define O out
|
||||
#define V(x) x
|
||||
#define I in
|
||||
#define O out
|
||||
#define V(x) x
|
||||
#else
|
||||
#define I attribute
|
||||
#define O varying
|
||||
#define V(x) vec3(x)
|
||||
#define I attribute
|
||||
#define O varying
|
||||
#define V(x) vec3(x)
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform vec2 u_screen_size;
|
||||
I vec2 a_pos;
|
||||
I vec4 a_srgba; // 0-255 sRGB
|
||||
|
@ -20,23 +21,23 @@ O vec2 v_tc;
|
|||
|
||||
// 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, V(cutoff));
|
||||
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, V(cutoff));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(
|
||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||
0.0,
|
||||
1.0);
|
||||
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
|
||||
v_rgba = linear_from_srgba(a_srgba);
|
||||
v_tc = a_tc;
|
||||
gl_Position = vec4(
|
||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||
0.0,
|
||||
1.0);
|
||||
// egui encodes vertex colors in gamma space, so we must decode the colors here:
|
||||
v_rgba = linear_from_srgba(a_srgba);
|
||||
v_tc = a_tc;
|
||||
}
|
||||
|
|
|
@ -5,54 +5,54 @@ varying vec2 v_tc;
|
|||
|
||||
// 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));
|
||||
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));
|
||||
}
|
||||
|
||||
// 0-255 sRGB from 0-1 linear
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
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));
|
||||
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));
|
||||
}
|
||||
|
||||
// 0-1 linear from 0-255 sRGBA
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// We must decode the colors, since WebGL1 doesn't come with sRGBA textures:
|
||||
vec4 texture_rgba = linear_from_srgba(texture2D(u_sampler, v_tc) * 255.0);
|
||||
// We must decode the colors, since WebGL1 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;
|
||||
/// 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:
|
||||
// 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;
|
||||
}
|
||||
// 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);
|
||||
// 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;
|
||||
// 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;
|
||||
}
|
||||
// Premultiply alpha, this time in gamma space:
|
||||
if (gl_FragColor.a > 0.0) {
|
||||
gl_FragColor.rgb *= gl_FragColor.a;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,10 +4,10 @@ varying vec4 v_rgba;
|
|||
varying vec2 v_tc;
|
||||
|
||||
void main() {
|
||||
// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
|
||||
vec4 texture_rgba = texture2D(u_sampler, v_tc);
|
||||
// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
|
||||
vec4 texture_rgba = texture2D(u_sampler, v_tc);
|
||||
|
||||
// Multiply vertex color with texture color (in linear space).
|
||||
// Linear color is written and blended in Framebuffer and converted to sRGB later
|
||||
gl_FragColor = v_rgba * texture_rgba;
|
||||
// Multiply vertex color with texture color (in linear space).
|
||||
// Linear color is written and blended in Framebuffer and converted to sRGB later
|
||||
gl_FragColor = v_rgba * texture_rgba;
|
||||
}
|
||||
|
|
|
@ -8,24 +8,24 @@ varying vec2 v_tc;
|
|||
|
||||
// 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));
|
||||
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));
|
||||
}
|
||||
|
||||
// 0-1 linear from 0-255 sRGBA
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(
|
||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||
0.0,
|
||||
1.0);
|
||||
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
|
||||
v_rgba = linear_from_srgba(a_srgba);
|
||||
v_tc = a_tc;
|
||||
gl_Position = vec4(
|
||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||
0.0,
|
||||
1.0);
|
||||
// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
|
||||
v_rgba = linear_from_srgba(a_srgba);
|
||||
v_tc = a_tc;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue