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mirror of https://github.com/wez/wezterm.git synced 2024-12-23 21:32:13 +03:00
wezterm/window
Wez Furlong 4e2b2eddba split shaders, adjust srgb opengl render settings
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
2021-02-20 17:12:36 -08:00
..
examples window: remove non-opengl paint, rename paint_opengl -> paint 2020-12-29 13:25:35 -08:00
src split shaders, adjust srgb opengl render settings 2021-02-20 17:12:36 -08:00
build.rs macos: handle dead keys without IME 2021-01-31 17:06:30 -08:00
Cargo.toml window: update smithay-client-toolkit 2021-02-12 08:19:51 -08:00