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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:
AlexApps99
2021-10-19 10:13:32 +13:00
committed by GitHub
parent df3aeab434
commit 877e89f2ec
13 changed files with 1685 additions and 3 deletions

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#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

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#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;
}