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4e2b2eddba
https://learnopengl.com/Advanced-Lighting/Gamma-Correction suggests some good practices: * Only enable SRGB output on the final draw call, so that all prior stages can operate on linear values and avoid converting to/from linear multiple times. * The SRGBA textures automatically linearize when sampled, but: * The RGB data must be SRGB (non-linear) * The A channel is assumed to be linear! This commit nudges us closer to that by: * Converting the freetype coverage map from its linear value to non-linear when rasterizing. * Splitting the shader files into one per stage (background, lines, glyphs) and only setting outputs_srgb for the glyph stage refs: #491 |
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