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https://github.com/emilk/egui.git
synced 2026-09-01 22:30:03 -04:00
Fix alpha blending in WebGL2 backend (#650)
Add a render-to-texture step with an sRGBA8 texture
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@@ -30,7 +30,7 @@ vec4 linear_from_srgba(vec4 srgba) {
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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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// 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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@@ -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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}
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13
egui_web/src/shader/main_fragment_300es.glsl
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13
egui_web/src/shader/main_fragment_300es.glsl
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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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}
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22
egui_web/src/shader/post_fragment_300es.glsl
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22
egui_web/src/shader/post_fragment_300es.glsl
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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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}
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8
egui_web/src/shader/post_vertex_300es.glsl
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8
egui_web/src/shader/post_vertex_300es.glsl
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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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