mirror of https://github.com/emilk/egui.git
AsmPrgmC3
3 years ago
committed by
GitHub
11 changed files with 230 additions and 54 deletions
@ -1,45 +0,0 @@ |
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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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// 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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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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// 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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} |
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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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} |
@ -0,0 +1,13 @@ |
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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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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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// Linear color is written and blended in Framebuffer and converted to sRGB later |
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gl_FragColor = v_rgba * texture_rgba; |
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} |
@ -0,0 +1,22 @@ |
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precision mediump float; |
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uniform sampler2D u_sampler; |
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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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// 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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void main() { |
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gl_FragColor = texture2D(u_sampler, v_tc); |
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gl_FragColor = srgba_from_linear(gl_FragColor) / 255.; |
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} |
@ -0,0 +1,8 @@ |
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precision mediump float; |
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attribute vec2 a_pos; |
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varying vec2 v_tc; |
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void main() { |
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gl_Position = vec4(a_pos * 2. - 1., 0.0, 1.0); |
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v_tc = a_pos; |
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} |
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