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synced 2025-07-17 09:16:11 +03:00
fix(OpenGL): use sRGB texture format for gamma correct interpolation
otherwise images will be too dark when scaled
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@ -70,6 +70,9 @@ pub const InternalFormat = enum(c_int) {
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rgb = c.GL_RGB,
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rgba = c.GL_RGBA,
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srgb = c.GL_SRGB,
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srgba = c.GL_SRGB_ALPHA,
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// There are so many more that I haven't filled in.
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_,
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};
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@ -368,8 +368,8 @@ pub const Image = union(enum) {
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internal: gl.Texture.InternalFormat,
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format: gl.Texture.Format,
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} = switch (self.*) {
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.pending_rgb, .replace_rgb => .{ .internal = .rgb, .format = .rgb },
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.pending_rgba, .replace_rgba => .{ .internal = .rgba, .format = .rgba },
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.pending_rgb, .replace_rgb => .{ .internal = .srgb, .format = .rgb },
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.pending_rgba, .replace_rgba => .{ .internal = .srgba, .format = .rgba },
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else => unreachable,
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};
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@ -6,7 +6,24 @@ layout(location = 0) out vec4 out_FragColor;
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uniform sampler2D image;
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// Converts a color from linear to sRGB gamma encoding.
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vec4 unlinearize(vec4 linear) {
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bvec3 cutoff = lessThan(linear.rgb, vec3(0.0031308));
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vec3 higher = pow(linear.rgb, vec3(1.0/2.4)) * vec3(1.055) - vec3(0.055);
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vec3 lower = linear.rgb * vec3(12.92);
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return vec4(mix(higher, lower, cutoff), linear.a);
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}
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void main() {
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vec4 color = texture(image, tex_coord);
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// Our texture is stored with an sRGB internal format,
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// which means that the values are linearized when we
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// sample the texture, but for now we actually want to
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// output the color with gamma compression, so we do
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// that.
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color = unlinearize(color);
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out_FragColor = vec4(color.rgb * color.a, color.a);
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}
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