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Improve texture filtering by doing it in gamma space (#7311)
* Closes https://github.com/emilk/egui/pull/5839 This makes some transparent images look a lot nicer when blended:  Cursive text will also look nicer. This unfortunately changes the contract of what `register_native_texture` expects --------- Co-authored-by: Adrian Blumer <blumer.adrian@gmail.com>
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@@ -97,9 +97,8 @@ fn vs_main(
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@fragment
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fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
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// We always have an sRGB aware texture at the moment.
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let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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let tex_gamma = gamma_from_linear_rgba(tex_linear);
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// We expect "normal" textures that are NOT sRGB-aware.
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let tex_gamma = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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var out_color_gamma = in.color * tex_gamma;
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// Dither the float color down to eight bits to reduce banding.
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// This step is optional for egui backends.
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@@ -115,9 +114,8 @@ fn fs_main_linear_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
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@fragment
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fn fs_main_gamma_framebuffer(in: VertexOutput) -> @location(0) vec4<f32> {
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// We always have an sRGB aware texture at the moment.
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let tex_linear = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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let tex_gamma = gamma_from_linear_rgba(tex_linear);
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// We expect "normal" textures that are NOT sRGB-aware.
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let tex_gamma = textureSample(r_tex_color, r_tex_sampler, in.tex_coord);
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var out_color_gamma = in.color * tex_gamma;
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// Dither the float color down to eight bits to reduce banding.
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// This step is optional for egui backends.
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