1
0
mirror of https://github.com/emilk/egui.git synced 2026-09-02 06:40:06 -04:00

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:


![image](https://github.com/user-attachments/assets/7f370aaf-886a-423c-8391-c378849b63ca)

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>
This commit is contained in:
Emil Ernerfeldt
2025-07-07 17:46:27 +02:00
committed by GitHub
parent dd1052108e
commit f46926aaf1
32 changed files with 75 additions and 100 deletions

View File

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