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mirror of https://github.com/emilk/egui.git synced 2026-09-01 22:30:03 -04:00

Improve text redering and do all color operation in gamma space (#2071)

This commit is contained in:
Emil Ernerfeldt
2022-09-24 17:53:11 +02:00
committed by GitHub
parent 29fa63317e
commit 4ac1e28eae
36 changed files with 468 additions and 733 deletions

View File

@@ -4,73 +4,38 @@
uniform sampler2D u_sampler;
#ifdef NEW_SHADER_INTERFACE
in vec4 v_rgba;
#if NEW_SHADER_INTERFACE
in vec4 v_rgba_in_gamma;
in vec2 v_tc;
out vec4 f_color;
// a dirty hack applied to support webGL2
#define gl_FragColor f_color
#define texture2D texture
#else
varying vec4 v_rgba;
varying vec4 v_rgba_in_gamma;
varying vec2 v_tc;
#endif
#ifdef SRGB_SUPPORTED
void main() {
// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
// so no need for any sRGB conversions here:
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
}
// 0-1 sRGB gamma from 0-1 linear
vec3 srgb_gamma_from_linear(vec3 rgb) {
bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
vec3 lower = rgb * vec3(12.92);
vec3 higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055);
return mix(higher, lower, vec3(cutoff));
}
// 0-1 sRGBA gamma from 0-1 linear
vec4 srgba_gamma_from_linear(vec4 rgba) {
return vec4(srgb_gamma_from_linear(rgba.rgb), rgba.a);
}
void main() {
#if SRGB_TEXTURES
vec4 texture_in_gamma = srgba_gamma_from_linear(texture2D(u_sampler, v_tc));
#else
// 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 WebGL1 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;
// WebGL1 doesn't support linear blending in the framebuffer,
// so we do a hack here where we change the premultiplied alpha
// to do the multiplication in gamma space instead:
// Unmultiply alpha:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb /= gl_FragColor.a;
}
// Empiric tweak to make e.g. shadows look more like they should:
gl_FragColor.a *= sqrt(gl_FragColor.a);
// To gamma:
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
// Premultiply alpha, this time in gamma space:
if (gl_FragColor.a > 0.0) {
gl_FragColor.rgb *= gl_FragColor.a;
}
}
vec4 texture_in_gamma = texture2D(u_sampler, v_tc);
#endif
// We multiply the colors in gamma space, because that's the only way to get text to look right.
gl_FragColor = v_rgba_in_gamma * texture_in_gamma;
}

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@@ -1,26 +0,0 @@
precision mediump float;
uniform sampler2D u_sampler;
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));
}
// 0-255 sRGBA from 0-1 linear
vec4 srgba_from_linear(vec4 rgba) {
return vec4(srgb_from_linear(rgba.rgb), 255.0 * rgba.a);
}
void main() {
gl_FragColor = texture2D(u_sampler, v_tc);
gl_FragColor = srgba_from_linear(gl_FragColor) / 255.0;
#ifdef APPLY_BRIGHTENING_GAMMA
gl_FragColor = vec4(pow(gl_FragColor.rgb, vec3(1.0/2.2)), gl_FragColor.a);
#endif
}

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@@ -1,8 +0,0 @@
precision mediump float;
attribute vec2 a_pos;
varying vec2 v_tc;
void main() {
gl_Position = vec4(a_pos * 2. - 1., 0.0, 1.0);
v_tc = a_pos;
}

View File

@@ -1,4 +1,4 @@
#ifdef NEW_SHADER_INTERFACE
#if NEW_SHADER_INTERFACE
#define I in
#define O out
#define V(x) x
@@ -16,28 +16,15 @@ uniform vec2 u_screen_size;
I vec2 a_pos;
I vec4 a_srgba; // 0-255 sRGB
I vec2 a_tc;
O vec4 v_rgba;
O vec4 v_rgba_in_gamma;
O 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, V(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 space, so we must decode the colors here:
v_rgba = linear_from_srgba(a_srgba);
v_rgba_in_gamma = a_srgba / 255.0;
v_tc = a_tc;
}