Do all blending in gamma space
This is an experiment to investigate solutions to * https://github.com/emilk/egui/issues/1410
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5 changed files with 30 additions and 90 deletions
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@ -273,7 +273,7 @@ impl Painter {
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);
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if !cfg!(target_arch = "wasm32") {
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self.gl.enable(glow::FRAMEBUFFER_SRGB);
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self.gl.disable(glow::FRAMEBUFFER_SRGB);
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check_for_gl_error!(&self.gl, "FRAMEBUFFER_SRGB");
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}
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@ -5,24 +5,17 @@
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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 vec4 v_rgba_gamma; // 0-1 RGBA gamma
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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 vec4 v_rgba_gamma; // 0-1 RGBA gamma
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varying vec2 v_tc;
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#endif
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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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@ -31,46 +24,13 @@ uniform sampler2D u_sampler;
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return mix(higher, lower, vec3(cutoff));
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}
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// 0-255 sRGBA from 0-1 linear
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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).
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gl_FragColor = v_rgba * texture_rgba;
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// WebGL1 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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vec4 tex_color_linear = texture2D(u_sampler, v_tc);
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vec4 tex_color_gamma = srgba_from_linear(tex_color_linear) / 255.0;
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gl_FragColor = v_rgba_gamma * tex_color_gamma;
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}
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// Empiric tweak to make e.g. shadows look more like they should:
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gl_FragColor.a *= sqrt(gl_FragColor.a);
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// To gamma:
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gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
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// Premultiply alpha, this time in gamma space:
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if (gl_FragColor.a > 0.0) {
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gl_FragColor.rgb *= gl_FragColor.a;
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}
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}
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#endif
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@ -14,30 +14,17 @@
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uniform vec2 u_screen_size;
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I vec2 a_pos;
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I vec4 a_srgba; // 0-255 sRGB
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I vec4 a_srgba; // 0-255 sRGBA gamma
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I vec2 a_tc;
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O vec4 v_rgba;
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O vec4 v_rgba_gamma; // 0-1 RGBA gamma
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O 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, V(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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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 space, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_rgba_gamma = a_srgba / 255.0;
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v_tc = a_tc;
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}
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@ -311,22 +311,22 @@ impl Rgba {
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}
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pub fn from_luminance_alpha(l: f32, a: f32) -> Self {
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crate::epaint_assert!(0.0 <= l && l <= 1.0);
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crate::epaint_assert!(0.0 <= a && a <= 1.0);
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crate::epaint_assert!(0.0 <= l && l <= 1.0, "l: {}", l);
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crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
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Self([l * a, l * a, l * a, a])
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}
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/// Transparent black
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#[inline(always)]
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pub fn from_black_alpha(a: f32) -> Self {
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crate::epaint_assert!(0.0 <= a && a <= 1.0);
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crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
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Self([0.0, 0.0, 0.0, a])
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}
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/// Transparent white
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#[inline(always)]
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pub fn from_white_alpha(a: f32) -> Self {
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crate::epaint_assert!(0.0 <= a && a <= 1.0);
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crate::epaint_assert!(0.0 <= a && a <= 1.0, "a: {}", a);
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Self([a, a, a, a])
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}
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@ -197,13 +197,10 @@ impl FontImage {
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/// If you are having problems with text looking skinny and pixelated, try
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/// setting a lower gamma, e.g. `0.5`.
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pub fn srgba_pixels(&'_ self, gamma: f32) -> impl ExactSizeIterator<Item = Color32> + '_ {
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self.pixels.iter().map(move |coverage| {
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// This is arbitrarily chosen to make text look as good as possible.
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// In particular, it looks good with gamma=1 and the default eframe backend,
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// which uses linear blending.
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// See https://github.com/emilk/egui/issues/1410
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let a = fast_round(coverage.powf(gamma / 2.2) * 255.0);
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Color32::from_rgba_premultiplied(a, a, a, a) // this makes no sense, but works
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self.pixels.iter().map(move |&coverage| {
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Color32::from(crate::Rgba::from_white_alpha(
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coverage.clamp(0.0, 1.0).powf(gamma),
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))
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})
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}
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@ -252,10 +249,6 @@ impl From<FontImage> for ImageData {
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}
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}
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fn fast_round(r: f32) -> u8 {
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(r + 0.5).floor() as _ // rust does a saturating cast since 1.45
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}
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// ----------------------------------------------------------------------------
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/// A change to an image.
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