#ifdef GL_ES // To avoid weird distortion issues when rendering text etc, we want highp if possible. // But apparently some devices don't support it, so we have to check first. #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1 precision highp float; #else precision mediump float; #endif #endif uniform sampler2D u_sampler; #if NEW_SHADER_INTERFACE in vec4 v_rgba_in_gamma; in vec2 v_tc; out vec4 f_color; // a dirty hack applied to support webGL2 #define gl_FragColor f_color #define texture2D texture #else varying vec4 v_rgba_in_gamma; varying vec2 v_tc; #endif // ----------------------------------------------- // Adapted from // https://www.shadertoy.com/view/llVGzG // Originally presented in: // Jimenez 2014, "Next Generation Post-Processing in Call of Duty" // // A good overview can be found in // https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/ // via https://github.com/rerun-io/rerun/ float interleaved_gradient_noise(vec2 n) { float f = 0.06711056 * n.x + 0.00583715 * n.y; return fract(52.9829189 * fract(f)); } vec3 dither_interleaved(vec3 rgb, float levels) { float noise = interleaved_gradient_noise(gl_FragCoord.xy); // scale down the noise slightly to ensure flat colors aren't getting dithered noise = (noise - 0.5) * 0.95; 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; // Dither the float color down to eight bits to reduce banding. // This step is optional for egui backends. #if DITHERING frag_color_gamma.rgb = dither_interleaved(frag_color_gamma.rgb, 256.); #endif gl_FragColor = frag_color_gamma; }