egui/crates/egui_glow/src/shader/fragment.glsl

76 lines
2.4 KiB
GLSL

#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;
}