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gui: take another pass at alpha/gamma stuff
The prior commit wasn't right, this looks better! refs: #1049
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@ -36,7 +36,7 @@ vec3 hsv2rgb(vec3 c)
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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const vec3 unit3 = vec3(1.0, 1.0, 1.0);
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const vec3 unit3 = vec3(1.0);
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vec4 apply_hsv(vec4 c, vec3 transform)
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{
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@ -47,55 +47,27 @@ vec4 apply_hsv(vec4 c, vec3 transform)
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return vec4(hsv2rgb(hsv).rgb, c.a);
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}
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vec4 from_linear(vec4 v) {
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return pow(v, vec4(2.2));
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}
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vec4 to_linear(vec4 v) {
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return pow(v, vec4(1.0/2.2));
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}
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// For reasons that I haven't been able to figure out, we need
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// to gamma correct the data that we read from the textures that
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// are supplied to OpenGL, otherwise they appear too dark.
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// AFAICT, I've done what I thought were all of the right things
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// (but are perhaps only some of the right things) to tell OpenGL/EGL
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// that everything is already SRGB, so this function should really
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// just be a call to `texture` and not do the gamma conversion.
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vec4 sample_texture(sampler2D s, vec2 coords) {
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vec4 color = texture(s, coords);
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return color;
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// return to_linear(color);
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}
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void main() {
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if (o_has_color == 3.0) {
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// Solid color block
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color = o_fg_color;
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colorMask = vec4(1.0, 1.0, 1.0, 1.0);
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colorMask = vec4(1.0);
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} else if (o_has_color == 2.0) {
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// The window background attachment
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color = sample_texture(atlas_linear_sampler, o_tex);
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color = texture(atlas_linear_sampler, o_tex);
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// Apply window_background_image_opacity to the background image
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colorMask = o_fg_color.aaaa;
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// don't double up on alpha
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color.a = 1.0;
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} else {
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if (o_has_color == 0.0) {
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// if it's not a color emoji or image attachment, then the texture is the color mask
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colorMask = sample_texture(atlas_nearest_sampler, o_tex);
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colorMask.a = 1.0;
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} else if (o_has_color == 1.0) {
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// the texture is full color info (eg: color emoji glyph)
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color = texture(atlas_nearest_sampler, o_tex);
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// this is the alpha
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colorMask = color.aaaa;
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} else if (o_has_color == 0.0) {
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// the texture is the alpha channel/color mask
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colorMask = texture(atlas_nearest_sampler, o_tex);
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// and we need to tint with the fg_color
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color = o_fg_color;
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color = apply_hsv(color, foreground_text_hsb);
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} else {
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// otherwise, the texture is full color info
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color = sample_texture(atlas_nearest_sampler, o_tex);
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// this is the alpha
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colorMask = color.aaaa;
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// don't double up on alpha
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color.a = 1.0;
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}
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}
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color = apply_hsv(color, o_hsv);
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