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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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@@ -43,25 +43,8 @@ vec3 dither_interleaved(vec3 rgb, float levels) {
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return rgb + noise / (levels - 1.0);
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}
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// 0-1 sRGB gamma from 0-1 linear
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vec3 srgb_gamma_from_linear(vec3 rgb) {
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bvec3 cutoff = lessThan(rgb, vec3(0.0031308));
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vec3 lower = rgb * vec3(12.92);
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vec3 higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055);
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return mix(higher, lower, vec3(cutoff));
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}
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// 0-1 sRGBA gamma from 0-1 linear
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vec4 srgba_gamma_from_linear(vec4 rgba) {
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return vec4(srgb_gamma_from_linear(rgba.rgb), rgba.a);
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}
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void main() {
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#if SRGB_TEXTURES
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vec4 texture_in_gamma = srgba_gamma_from_linear(texture2D(u_sampler, v_tc));
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#else
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vec4 texture_in_gamma = texture2D(u_sampler, v_tc);
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#endif
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// We multiply the colors in gamma space, because that's the only way to get text to look right.
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vec4 frag_color_gamma = v_rgba_in_gamma * texture_in_gamma;
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