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mirror of https://github.com/wez/wezterm.git synced 2024-09-20 03:09:06 +03:00

wezterm: fixup dark edges on text

9892b16d40 adjusted how the text
colors are produced; it resulted in some ugly dark edges, especially
on lighter backgrounds.

This commit routes that tint via an alpha compositing helper which
produces smoother edges.

refs: #320
This commit is contained in:
Wez Furlong 2020-11-15 14:51:08 -08:00
parent 9892b16d40
commit 720a6fd9b6
2 changed files with 5 additions and 7 deletions

View File

@ -150,7 +150,7 @@ impl FreeTypeRasterizer {
let red = data[src_offset + (x * 3)];
let green = data[src_offset + (x * 3) + 1];
let blue = data[src_offset + (x * 3) + 2];
let alpha = red | green | blue;
let alpha = red.min(green).min(blue);
rgba[dest_offset + (x * 4)] = red;
rgba[dest_offset + (x * 4) + 1] = green;
rgba[dest_offset + (x * 4) + 2] = blue;

View File

@ -24,16 +24,14 @@ float multiply_one(float src, float dst, float inv_dst_alpha, float inv_src_alph
}
// Alpha-regulated multiply to colorize the glyph bitmap.
// The texture data is pre-multiplied by the alpha, so we need to divide
// by the alpha after multiplying to avoid having the colors be too dark.
vec4 multiply(vec4 src, vec4 dst) {
float inv_src_alpha = 1.0 - src.a;
float inv_dst_alpha = 1.0 - dst.a;
return vec4(
multiply_one(src.r, dst.r, inv_dst_alpha, inv_src_alpha) / dst.a,
multiply_one(src.g, dst.g, inv_dst_alpha, inv_src_alpha) / dst.a,
multiply_one(src.b, dst.b, inv_dst_alpha, inv_src_alpha) / dst.a,
multiply_one(src.r, dst.r, inv_dst_alpha, inv_src_alpha),
multiply_one(src.g, dst.g, inv_dst_alpha, inv_src_alpha),
multiply_one(src.b, dst.b, inv_dst_alpha, inv_src_alpha),
dst.a);
}
@ -114,7 +112,7 @@ void main() {
if (o_has_color == 0.0) {
// if it's not a color emoji it will be grayscale
// and we need to tint with the fg_color
color.rgb *= o_fg_color.rgb;
color = multiply(o_fg_color, color);
}
}
}