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