mirror of
https://github.com/emilk/egui.git
synced 2026-08-30 05:10:03 -04:00
Add egui_glow backend as alternative to egui_glium (#685)
This commit is contained in:
73
egui_glow/src/shader/fragment.glsl
Normal file
73
egui_glow/src/shader/fragment.glsl
Normal file
@@ -0,0 +1,73 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D u_sampler;
|
||||
#if defined(GL_ES) || __VERSION__ < 140
|
||||
varying vec4 v_rgba;
|
||||
varying vec2 v_tc;
|
||||
#else
|
||||
in vec4 v_rgba;
|
||||
in vec2 v_tc;
|
||||
out vec4 f_color;
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
// 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);
|
||||
}
|
||||
|
||||
#if __VERSION__ < 300
|
||||
// 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);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
void main() {
|
||||
#if __VERSION__ < 300
|
||||
// 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);
|
||||
#else
|
||||
// The texture is set up with `SRGB8_ALPHA8`, so no need to decode here!
|
||||
vec4 texture_rgba = texture2D(u_sampler, v_tc);
|
||||
#endif
|
||||
|
||||
/// 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
|
||||
}
|
||||
#else
|
||||
void main() {
|
||||
// The texture sampler is sRGB aware, and OpenGL already expects linear rgba output
|
||||
// so no need for any sRGB conversions here:
|
||||
#if __VERSION__ < 140
|
||||
gl_FragColor = v_rgba * texture2D(u_sampler, v_tc);
|
||||
#else
|
||||
f_color = v_rgba * texture(u_sampler, v_tc);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
42
egui_glow/src/shader/vertex.glsl
Normal file
42
egui_glow/src/shader/vertex.glsl
Normal file
@@ -0,0 +1,42 @@
|
||||
#if !defined(GL_ES) && __VERSION__ >= 140
|
||||
#define I in
|
||||
#define O out
|
||||
#define V(x) x
|
||||
#else
|
||||
#define I attribute
|
||||
#define O varying
|
||||
#define V(x) vec3(x)
|
||||
#endif
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
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 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 spaces, so we must decode the colors here:
|
||||
v_rgba = linear_from_srgba(a_srgba);
|
||||
v_tc = a_tc;
|
||||
}
|
||||
Reference in New Issue
Block a user