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wezterm: more adventures with background alpha
Is it *right*? Hard to say, but it looks better than the behavior I see with master at the moment. This is a partial revert of #413, but respins it to try to get a better alpha value for glyphs. refs: #413 refs: #470
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@ -119,6 +119,8 @@ void main() {
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// instead; this avoids generating shadowy anti-aliasing artifacts
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// for something that should otherwise be invisible.
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color = vec4(0.0, 0.0, 0.0, 0.0);
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discard;
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return;
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} else {
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color = multiply(o_fg_color, color);
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}
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@ -2745,9 +2745,8 @@ impl TermWindow {
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)
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.to_arrays_transposed();
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let draw_params = glium::DrawParameters {
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// No alpha blending for the background layer: let's make
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// sure that our background pixels are at 100% opacity.
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let alpha_blending = glium::DrawParameters {
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blend: glium::Blend::alpha_blending(),
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..Default::default()
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};
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@ -2779,31 +2778,9 @@ impl TermWindow {
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bg_and_line_layer: false,
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has_background_image: has_background_image,
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},
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&draw_params,
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&alpha_blending,
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)?;
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let draw_params = glium::DrawParameters {
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blend: glium::Blend {
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color: BlendingFunction::Addition {
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source: LinearBlendingFactor::SourceAlpha,
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destination: LinearBlendingFactor::OneMinusSourceAlpha,
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},
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alpha: BlendingFunction::Addition {
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source: LinearBlendingFactor::SourceAlpha,
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// On Wayland, the compositor takes the destination alpha
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// value and blends with the window behind our own, which
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// can make the text look brighter or less sharp.
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// We set the destination alpha to 1.0 to prevent that
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// from happening.
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// (The normal alpha blending operation would set this to
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// OneMinusSourceAlpha).
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destination: LinearBlendingFactor::One,
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},
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constant_value: (0.0, 0.0, 0.0, 0.0),
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},
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..Default::default()
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};
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// Pass 2: strikethrough and underline
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frame.draw(
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&*vb,
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@ -2817,13 +2794,46 @@ impl TermWindow {
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bg_and_line_layer: true,
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has_background_image: has_background_image,
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},
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&draw_params,
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&alpha_blending,
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)?;
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// Use regular alpha blending when we draw the glyphs!
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// This is trying to avoid an issue that is most prevalent
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// on Wayland and X11. If our glyph pixels end up with alpha
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// that isn't 1.0 then the window behind can cause the resultant
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// text to appear brighter or more bold, especially with a
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// 100% white window behind.
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//
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// To avoid this, for the computed alpha channel, instruct
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// the render phase to pick a larger alpha value.
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// There doesn't appear to be a way to tell it to set the
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// result to constant=1.0, only to influence the factors
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// in the equation:
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//
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// alpha = src_alpha * src_factor + dest_alpha * dest_factor.
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//
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// src_alpha comes from the glyph we are rendering.
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// dest_alpha comes from the background it is rendering over.
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// src_factor from alpha.source below
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// dest_factor from alpha.destination below
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//
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// If you're here troubleshooting this, please see:
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// <https://github.com/wez/wezterm/issues/413>
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let draw_params = glium::DrawParameters {
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blend: glium::Blend::alpha_blending(),
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// <https://github.com/wez/wezterm/issues/470>
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let blend_but_set_alpha_to_one = glium::DrawParameters {
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blend: glium::Blend {
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// Standard alpha-blending color
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color: BlendingFunction::Addition {
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source: LinearBlendingFactor::SourceAlpha,
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destination: LinearBlendingFactor::OneMinusSourceAlpha,
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},
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// Try to result in an alpha closer to 1.0
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alpha: BlendingFunction::Addition {
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source: LinearBlendingFactor::One,
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destination: LinearBlendingFactor::One,
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},
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constant_value: (0.0, 0.0, 0.0, 0.0),
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},
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..Default::default()
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};
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@ -2840,7 +2850,7 @@ impl TermWindow {
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bg_and_line_layer: false,
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has_background_image: has_background_image,
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},
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&draw_params,
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&blend_but_set_alpha_to_one,
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)?;
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Ok(())
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