[egui_glium] sRGBA: blend vertex colors in linear space
This commit is contained in:
parent
3d7b5ea6fe
commit
1f8d3a699f
1 changed files with 60 additions and 48 deletions
|
@ -24,17 +24,30 @@ impl Painter {
|
||||||
uniform vec2 u_screen_size;
|
uniform vec2 u_screen_size;
|
||||||
uniform vec2 u_tex_size;
|
uniform vec2 u_tex_size;
|
||||||
in vec2 a_pos;
|
in vec2 a_pos;
|
||||||
in vec4 a_color;
|
in vec4 a_srgba;
|
||||||
in vec2 a_tc;
|
in vec2 a_tc;
|
||||||
out vec4 v_color;
|
out vec4 v_rgba;
|
||||||
out vec2 v_tc;
|
out 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, cutoff);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 linear_from_srgba(vec4 srgba) {
|
||||||
|
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vec4(
|
gl_Position = vec4(
|
||||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||||
0.0,
|
0.0,
|
||||||
1.0);
|
1.0);
|
||||||
v_color = a_color / 255.0;
|
v_rgba = linear_from_srgba(a_srgba);
|
||||||
v_tc = a_tc / u_tex_size;
|
v_tc = a_tc / u_tex_size;
|
||||||
}
|
}
|
||||||
",
|
",
|
||||||
|
@ -42,22 +55,13 @@ impl Painter {
|
||||||
fragment: "
|
fragment: "
|
||||||
#version 140
|
#version 140
|
||||||
uniform sampler2D u_sampler;
|
uniform sampler2D u_sampler;
|
||||||
in vec4 v_color;
|
in vec4 v_rgba;
|
||||||
in vec2 v_tc;
|
in vec2 v_tc;
|
||||||
out vec4 f_color;
|
out vec4 f_color;
|
||||||
|
|
||||||
// glium expects linear output.
|
|
||||||
vec3 linear_from_srgb(vec3 srgb) {
|
|
||||||
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
|
|
||||||
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
|
|
||||||
vec3 lower = srgb / vec3(12.92);
|
|
||||||
return mix(higher, lower, cutoff);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
f_color = v_color;
|
// glium expects linear rgba
|
||||||
f_color.rgb = linear_from_srgb(f_color.rgb);
|
f_color = v_rgba * texture(u_sampler, v_tc).r;
|
||||||
f_color *= texture(u_sampler, v_tc).r;
|
|
||||||
}
|
}
|
||||||
"
|
"
|
||||||
},
|
},
|
||||||
|
@ -68,17 +72,30 @@ impl Painter {
|
||||||
uniform vec2 u_screen_size;
|
uniform vec2 u_screen_size;
|
||||||
uniform vec2 u_tex_size;
|
uniform vec2 u_tex_size;
|
||||||
attribute vec2 a_pos;
|
attribute vec2 a_pos;
|
||||||
attribute vec4 a_color;
|
attribute vec4 a_srgba;
|
||||||
attribute vec2 a_tc;
|
attribute vec2 a_tc;
|
||||||
varying vec4 v_color;
|
varying vec4 v_rgba;
|
||||||
varying vec2 v_tc;
|
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, cutoff);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 linear_from_srgba(vec4 srgba) {
|
||||||
|
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vec4(
|
gl_Position = vec4(
|
||||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||||
0.0,
|
0.0,
|
||||||
1.0);
|
1.0);
|
||||||
v_color = a_color / 255.0;
|
v_rgba = linear_from_srgba(a_srgba);
|
||||||
v_tc = a_tc / u_tex_size;
|
v_tc = a_tc / u_tex_size;
|
||||||
}
|
}
|
||||||
",
|
",
|
||||||
|
@ -86,21 +103,12 @@ impl Painter {
|
||||||
fragment: "
|
fragment: "
|
||||||
#version 110
|
#version 110
|
||||||
uniform sampler2D u_sampler;
|
uniform sampler2D u_sampler;
|
||||||
varying vec4 v_color;
|
varying vec4 v_rgba;
|
||||||
varying vec2 v_tc;
|
varying vec2 v_tc;
|
||||||
|
|
||||||
// glium expects linear output.
|
|
||||||
vec3 linear_from_srgb(vec3 srgb) {
|
|
||||||
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
|
|
||||||
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
|
|
||||||
vec3 lower = srgb / vec3(12.92);
|
|
||||||
return mix(higher, lower, cutoff);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = v_color;
|
// glium expects linear rgba
|
||||||
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
|
gl_FragColor = v_rgba * texture2D`(u_sampler, v_tc).r;
|
||||||
gl_FragColor *= texture2D(u_sampler, v_tc).r;
|
|
||||||
}
|
}
|
||||||
",
|
",
|
||||||
},
|
},
|
||||||
|
@ -111,17 +119,30 @@ impl Painter {
|
||||||
uniform mediump vec2 u_screen_size;
|
uniform mediump vec2 u_screen_size;
|
||||||
uniform mediump vec2 u_tex_size;
|
uniform mediump vec2 u_tex_size;
|
||||||
attribute mediump vec2 a_pos;
|
attribute mediump vec2 a_pos;
|
||||||
attribute mediump vec4 a_color;
|
attribute mediump vec4 a_srgba;
|
||||||
attribute mediump vec2 a_tc;
|
attribute mediump vec2 a_tc;
|
||||||
varying mediump vec4 v_color;
|
varying mediump vec4 v_rgba;
|
||||||
varying mediump vec2 v_tc;
|
varying mediump 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, cutoff);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 linear_from_srgba(vec4 srgba) {
|
||||||
|
return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vec4(
|
gl_Position = vec4(
|
||||||
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
2.0 * a_pos.x / u_screen_size.x - 1.0,
|
||||||
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
1.0 - 2.0 * a_pos.y / u_screen_size.y,
|
||||||
0.0,
|
0.0,
|
||||||
1.0);
|
1.0);
|
||||||
v_color = a_color / 255.0;
|
v_rgba = linear_from_srgba(a_srgba);
|
||||||
v_tc = a_tc / u_tex_size;
|
v_tc = a_tc / u_tex_size;
|
||||||
}
|
}
|
||||||
",
|
",
|
||||||
|
@ -129,21 +150,12 @@ impl Painter {
|
||||||
fragment: "
|
fragment: "
|
||||||
#version 100
|
#version 100
|
||||||
uniform sampler2D u_sampler;
|
uniform sampler2D u_sampler;
|
||||||
varying mediump vec4 v_color;
|
varying mediump vec4 v_rgba;
|
||||||
varying mediump vec2 v_tc;
|
varying mediump vec2 v_tc;
|
||||||
|
|
||||||
// glium expects linear output.
|
|
||||||
vec3 linear_from_srgb(vec3 srgb) {
|
|
||||||
bvec3 cutoff = lessThan(srgb, vec3(0.04045));
|
|
||||||
vec3 higher = pow((srgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
|
|
||||||
vec3 lower = srgb / vec3(12.92);
|
|
||||||
return mix(higher, lower, cutoff);
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
gl_FragColor = v_color;
|
// glium expects linear rgba
|
||||||
gl_FragColor.rgb = linear_from_srgb(gl_FragColor.rgb);
|
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc).r;
|
||||||
gl_FragColor *= texture2D(u_sampler, v_tc).r;
|
|
||||||
}
|
}
|
||||||
",
|
",
|
||||||
},
|
},
|
||||||
|
@ -212,17 +224,17 @@ impl Painter {
|
||||||
#[derive(Copy, Clone)]
|
#[derive(Copy, Clone)]
|
||||||
struct Vertex {
|
struct Vertex {
|
||||||
a_pos: [f32; 2],
|
a_pos: [f32; 2],
|
||||||
a_color: [u8; 4],
|
a_srgba: [u8; 4],
|
||||||
a_tc: [u16; 2],
|
a_tc: [u16; 2],
|
||||||
}
|
}
|
||||||
implement_vertex!(Vertex, a_pos, a_color, a_tc);
|
implement_vertex!(Vertex, a_pos, a_srgba, a_tc);
|
||||||
|
|
||||||
let vertices: Vec<Vertex> = triangles
|
let vertices: Vec<Vertex> = triangles
|
||||||
.vertices
|
.vertices
|
||||||
.iter()
|
.iter()
|
||||||
.map(|v| Vertex {
|
.map(|v| Vertex {
|
||||||
a_pos: [v.pos.x, v.pos.y],
|
a_pos: [v.pos.x, v.pos.y],
|
||||||
a_color: [v.color.r, v.color.g, v.color.b, v.color.a],
|
a_srgba: [v.color.r, v.color.g, v.color.b, v.color.a],
|
||||||
a_tc: [v.uv.0, v.uv.1],
|
a_tc: [v.uv.0, v.uv.1],
|
||||||
})
|
})
|
||||||
.collect();
|
.collect();
|
||||||
|
|
Loading…
Reference in a new issue