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Added shaders on GLSL 1.2 (#187)
* Added shaders on GLSL 1.2 - Used `glium::program` to create shaders - Moved shaders code to its own sources and include it as str - Added shaders implementation on GLSL which allows run egui on old hardware (Raspberry Pi 1/zero in game again) * Moved webgl shaders code to sources in `shader` subdir * Added GLSL ES shaders to glium backend to support OpenGL ES * Described changes related to GLSL versions support
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@@ -8,6 +8,7 @@ use {
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glium::{
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implement_vertex,
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index::PrimitiveType,
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program,
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texture::{self, srgb_texture2d::SrgbTexture2d},
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uniform,
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uniforms::{MagnifySamplerFilter, SamplerWrapFunction},
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@@ -15,53 +16,6 @@ use {
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},
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};
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const VERTEX_SHADER_SOURCE: &str = r#"
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#version 140
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uniform vec2 u_screen_size;
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in vec2 a_pos;
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in vec4 a_srgba; // 0-255 sRGB
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in vec2 a_tc;
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out vec4 v_rgba;
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out vec2 v_tc;
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// 0-1 linear from 0-255 sRGB
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vec3 linear_from_srgb(vec3 srgb) {
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bvec3 cutoff = lessThan(srgb, vec3(10.31475));
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vec3 lower = srgb / vec3(3294.6);
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vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4));
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return mix(higher, lower, cutoff);
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}
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vec4 linear_from_srgba(vec4 srgba) {
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return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0);
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}
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void main() {
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gl_Position = vec4(
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2.0 * a_pos.x / u_screen_size.x - 1.0,
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1.0 - 2.0 * a_pos.y / u_screen_size.y,
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0.0,
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1.0);
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// egui encodes vertex colors in gamma spaces, so we must decode the colors here:
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v_rgba = linear_from_srgba(a_srgba);
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v_tc = a_tc;
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}
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"#;
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const FRAGMENT_SHADER_SOURCE: &str = r#"
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#version 140
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uniform sampler2D u_sampler;
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in vec4 v_rgba;
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in vec2 v_tc;
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out vec4 f_color;
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void main() {
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// The texture sampler is sRGB aware, and glium already expects linear rgba output
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// so no need for any sRGB conversions here:
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f_color = v_rgba * texture(u_sampler, v_tc);
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}
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"#;
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pub struct Painter {
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program: glium::Program,
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egui_texture: Option<SrgbTexture2d>,
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@@ -83,9 +37,26 @@ struct UserTexture {
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impl Painter {
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pub fn new(facade: &dyn glium::backend::Facade) -> Painter {
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let program =
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glium::Program::from_source(facade, VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE, None)
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.expect("Failed to compile shader");
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let program = program! {
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facade,
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120 => {
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vertex: include_str!("shader/vertex_120.glsl"),
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fragment: include_str!("shader/fragment_120.glsl"),
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},
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140 => {
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vertex: include_str!("shader/vertex_140.glsl"),
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fragment: include_str!("shader/fragment_140.glsl"),
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},
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100 es => {
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vertex: include_str!("shader/vertex_100es.glsl"),
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fragment: include_str!("shader/fragment_100es.glsl"),
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},
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300 es => {
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vertex: include_str!("shader/vertex_300es.glsl"),
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fragment: include_str!("shader/fragment_300es.glsl"),
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},
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}
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.expect("Failed to compile shader");
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Painter {
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program,
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