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

42 lines
1.1 KiB
GLSL

#ifdef GL_ES
precision mediump float;
#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
// 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.
gl_FragColor = v_rgba_in_gamma * texture_in_gamma;
}