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https://github.com/emilk/egui.git
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Bump MSRV (Minimum Supported Rust Version) to 1.54.0 (#703)
1.51.0 clippy has been giving me trouble (not reporting all problems), and so I take the easy way out and just bump MSRV. We will upgrade to 1.56.0 once it comes around anyway to get access to that sweet disjoint capture in closures (https://doc.rust-lang.org/nightly/edition-guide/rust-2021/disjoint-capture-in-closures.html)
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@@ -11,15 +11,8 @@
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// Forbid warnings in release builds:
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#![cfg_attr(not(debug_assertions), deny(warnings))]
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// Disabled so we can support rust 1.51:
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// #![deny(
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// rustdoc::broken_intra_doc_links,
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// rustdoc::invalid_codeblock_attributes,
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// rustdoc::missing_crate_level_docs,
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// rustdoc::private_intra_doc_links
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// )]
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#![forbid(unsafe_code)]
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#![warn(clippy::all, rust_2018_idioms)]
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#![warn(clippy::all, missing_crate_level_docs, rust_2018_idioms)]
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pub mod backend;
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mod painter;
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@@ -1,31 +0,0 @@
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precision mediump float;
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uniform vec2 u_screen_size;
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attribute vec2 a_pos;
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attribute vec2 a_tc;
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attribute vec4 a_srgba;
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varying vec4 v_rgba;
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varying 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, vec3(cutoff));
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}
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// 0-1 linear from 0-255 sRGBA
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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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@@ -64,12 +64,12 @@ impl WebGlPainter {
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let srgb_supported = matches!(gl.get_extension("EXT_sRGB"), Ok(Some(_)));
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/main_vertex_100es.glsl"),
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)?;
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let (texture_format, program, post_process) = if srgb_supported {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/main_vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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@@ -82,11 +82,6 @@ impl WebGlPainter {
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(ExtSRgb::SRGB_ALPHA_EXT, program, Some(post_process))
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} else {
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let vert_shader = compile_shader(
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&gl,
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Gl::VERTEX_SHADER,
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include_str!("shader/vertex_100es.glsl"),
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)?;
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let frag_shader = compile_shader(
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&gl,
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Gl::FRAGMENT_SHADER,
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