Added shaders on GLSL 1.2 (#187)
* Added shaders on GLSL 1.2 - Used `glium::program` to create shaders - Moved shaders code to its own sources and include it as str - Added shaders implementation on GLSL which allows run egui on old hardware (Raspberry Pi 1/zero in game again) * Moved webgl shaders code to sources in `shader` subdir * Added GLSL ES shaders to glium backend to support OpenGL ES * Described changes related to GLSL versions support
This commit is contained in:
parent
ebc2486d22
commit
c9919daa11
16 changed files with 413 additions and 200 deletions
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@ -7,6 +7,9 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## Unreleased
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* Added GLSL 1.2 shaders (now `egui` works well on old hardware which supports OpenGL 2.1 only like Raspberry Pi 1 and Zero)
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* Added GLSL ES 1.0 and 3.0 shaders (by reusing from webgl backend)
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## 0.9.0 - 2021-02-07
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@ -8,6 +8,7 @@ use {
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glium::{
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implement_vertex,
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index::PrimitiveType,
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program,
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texture::{self, srgb_texture2d::SrgbTexture2d},
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uniform,
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uniforms::{MagnifySamplerFilter, SamplerWrapFunction},
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@ -15,53 +16,6 @@ use {
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},
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};
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const VERTEX_SHADER_SOURCE: &str = r#"
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#version 140
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba; // 0-255 sRGB
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in vec2 a_tc;
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out vec4 v_rgba;
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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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}
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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 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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"#;
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const FRAGMENT_SHADER_SOURCE: &str = r#"
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#version 140
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uniform sampler2D u_sampler;
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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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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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}
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"#;
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pub struct Painter {
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program: glium::Program,
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egui_texture: Option<SrgbTexture2d>,
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@ -83,8 +37,25 @@ struct UserTexture {
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impl Painter {
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pub fn new(facade: &dyn glium::backend::Facade) -> Painter {
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let program =
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glium::Program::from_source(facade, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE, None)
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let program = program! {
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facade,
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120 => {
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vertex: include_str!("shader/vertex_120.glsl"),
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fragment: include_str!("shader/fragment_120.glsl"),
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},
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140 => {
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vertex: include_str!("shader/vertex_140.glsl"),
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fragment: include_str!("shader/fragment_140.glsl"),
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},
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100 es => {
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vertex: include_str!("shader/vertex_100es.glsl"),
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fragment: include_str!("shader/fragment_100es.glsl"),
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},
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300 es => {
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vertex: include_str!("shader/vertex_300es.glsl"),
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fragment: include_str!("shader/fragment_300es.glsl"),
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},
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}
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.expect("Failed to compile shader");
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Painter {
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45
egui_glium/src/shader/fragment_100es.glsl
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45
egui_glium/src/shader/fragment_100es.glsl
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@ -0,0 +1,45 @@
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#version 100 es
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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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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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// 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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}
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11
egui_glium/src/shader/fragment_120.glsl
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11
egui_glium/src/shader/fragment_120.glsl
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#version 120
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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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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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}
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12
egui_glium/src/shader/fragment_140.glsl
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12
egui_glium/src/shader/fragment_140.glsl
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#version 140
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uniform sampler2D u_sampler;
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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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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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}
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33
egui_glium/src/shader/fragment_300es.glsl
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33
egui_glium/src/shader/fragment_300es.glsl
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#version 300 es
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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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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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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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/// 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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// 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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32
egui_glium/src/shader/vertex_100es.glsl
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egui_glium/src/shader/vertex_100es.glsl
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#version 100 es
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precision mediump float;
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_srgba;
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varying vec4 v_rgba;
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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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}
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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 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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31
egui_glium/src/shader/vertex_120.glsl
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31
egui_glium/src/shader/vertex_120.glsl
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#version 120
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec4 a_srgba; // 0-255 sRGB
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attribute vec2 a_tc;
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varying vec4 v_rgba;
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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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}
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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 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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31
egui_glium/src/shader/vertex_140.glsl
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31
egui_glium/src/shader/vertex_140.glsl
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#version 140
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba; // 0-255 sRGB
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in vec2 a_tc;
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out vec4 v_rgba;
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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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}
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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 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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32
egui_glium/src/shader/vertex_300es.glsl
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32
egui_glium/src/shader/vertex_300es.glsl
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#version 300 es
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precision mediump float;
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_srgba;
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varying vec4 v_rgba;
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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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}
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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 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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45
egui_web/src/shader/fragment_100es.glsl
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45
egui_web/src/shader/fragment_100es.glsl
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#version 100 es
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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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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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// 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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}
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33
egui_web/src/shader/fragment_300es.glsl
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33
egui_web/src/shader/fragment_300es.glsl
Normal file
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#version 300 es
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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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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) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// 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).
|
||||
gl_FragColor = v_rgba * texture_rgba;
|
||||
|
||||
// We must gamma-encode again since WebGL doesn't support linear blending in the framebuffer.
|
||||
gl_FragColor = srgba_from_linear(v_rgba * texture_rgba) / 255.0;
|
||||
|
||||
// WebGL doesn't support linear blending in the framebuffer,
|
||||
// so we apply this hack to at least get a bit closer to the desired blending:
|
||||
gl_FragColor.a = pow(gl_FragColor.a, 1.6); // Empiric nonsense
|
||||
}
|
32
egui_web/src/shader/vertex_100es.glsl
Normal file
32
egui_web/src/shader/vertex_100es.glsl
Normal file
|
@ -0,0 +1,32 @@
|
|||
#version 100 es
|
||||
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
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;
|
||||
}
|
32
egui_web/src/shader/vertex_300es.glsl
Normal file
32
egui_web/src/shader/vertex_300es.glsl
Normal file
|
@ -0,0 +1,32 @@
|
|||
#version 300 es
|
||||
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
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;
|
||||
}
|
|
@ -11,85 +11,6 @@ use egui::{
|
|||
|
||||
type Gl = WebGlRenderingContext;
|
||||
|
||||
const VERTEX_SHADER_SOURCE: &str = r#"
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
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;
|
||||
}
|
||||
"#;
|
||||
|
||||
const FRAGMENT_SHADER_SOURCE: &str = r#"
|
||||
precision mediump float;
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
// We must gamma-encode again since WebGL doesn't support linear blending in the framebuffer.
|
||||
gl_FragColor = srgba_from_linear(v_rgba * texture_rgba) / 255.0;
|
||||
|
||||
// WebGL doesn't support linear blending in the framebuffer,
|
||||
// so we apply this hack to at least get a bit closer to the desired blending:
|
||||
gl_FragColor.a = pow(gl_FragColor.a, 1.6); // Empiric nonsense
|
||||
}
|
||||
"#;
|
||||
|
||||
pub struct WebGlPainter {
|
||||
canvas_id: String,
|
||||
canvas: web_sys::HtmlCanvasElement,
|
||||
|
@ -136,8 +57,16 @@ impl WebGlPainter {
|
|||
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
|
||||
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
|
||||
|
||||
let vert_shader = compile_shader(&gl, Gl::VERTEX_SHADER, VERTEX_SHADER_SOURCE)?;
|
||||
let frag_shader = compile_shader(&gl, Gl::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE)?;
|
||||
let vert_shader = compile_shader(
|
||||
&gl,
|
||||
Gl::VERTEX_SHADER,
|
||||
include_str!("shader/vertex_100es.glsl"),
|
||||
)?;
|
||||
let frag_shader = compile_shader(
|
||||
&gl,
|
||||
Gl::FRAGMENT_SHADER,
|
||||
include_str!("shader/fragment_100es.glsl"),
|
||||
)?;
|
||||
|
||||
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
|
||||
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
|
||||
|
|
|
@ -13,73 +13,6 @@ use egui::{
|
|||
|
||||
type Gl = WebGl2RenderingContext;
|
||||
|
||||
const VERTEX_SHADER_SOURCE: &str = r#"
|
||||
precision mediump float;
|
||||
uniform vec2 u_screen_size;
|
||||
attribute vec2 a_pos;
|
||||
attribute vec2 a_tc;
|
||||
attribute vec4 a_srgba;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
vec4 linear_from_srgba(vec4 srgba) {
|
||||
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;
|
||||
}
|
||||
"#;
|
||||
|
||||
const FRAGMENT_SHADER_SOURCE: &str = r#"
|
||||
precision mediump float;
|
||||
uniform sampler2D u_sampler;
|
||||
varying vec4 v_rgba;
|
||||
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));
|
||||
}
|
||||
|
||||
vec4 srgba_from_linear(vec4 rgba) {
|
||||
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// 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).
|
||||
gl_FragColor = v_rgba * texture_rgba;
|
||||
|
||||
// We must gamma-encode again since WebGL doesn't support linear blending in the framebuffer.
|
||||
gl_FragColor = srgba_from_linear(v_rgba * texture_rgba) / 255.0;
|
||||
|
||||
// WebGL doesn't support linear blending in the framebuffer,
|
||||
// so we apply this hack to at least get a bit closer to the desired blending:
|
||||
gl_FragColor.a = pow(gl_FragColor.a, 1.6); // Empiric nonsense
|
||||
}
|
||||
"#;
|
||||
|
||||
pub struct WebGl2Painter {
|
||||
canvas_id: String,
|
||||
canvas: web_sys::HtmlCanvasElement,
|
||||
|
@ -126,8 +59,16 @@ impl WebGl2Painter {
|
|||
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MIN_FILTER, Gl::LINEAR as i32);
|
||||
gl.tex_parameteri(Gl::TEXTURE_2D, Gl::TEXTURE_MAG_FILTER, Gl::LINEAR as i32);
|
||||
|
||||
let vert_shader = compile_shader(&gl, Gl::VERTEX_SHADER, VERTEX_SHADER_SOURCE)?;
|
||||
let frag_shader = compile_shader(&gl, Gl::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE)?;
|
||||
let vert_shader = compile_shader(
|
||||
&gl,
|
||||
Gl::VERTEX_SHADER,
|
||||
include_str!("shader/vertex_300es.glsl"),
|
||||
)?;
|
||||
let frag_shader = compile_shader(
|
||||
&gl,
|
||||
Gl::FRAGMENT_SHADER,
|
||||
include_str!("shader/fragment_300es.glsl"),
|
||||
)?;
|
||||
|
||||
let program = link_program(&gl, [vert_shader, frag_shader].iter())?;
|
||||
let index_buffer = gl.create_buffer().ok_or("failed to create index_buffer")?;
|
||||
|
|
Loading…
Reference in a new issue