fix(OpenGL): use sRGB texture format for gamma correct interpolation

otherwise images will be too dark when scaled
This commit is contained in:
Qwerasd
2025-05-15 12:22:56 -06:00
parent e2f3b6211f
commit ea79fdea11
3 changed files with 22 additions and 2 deletions

View File

@ -70,6 +70,9 @@ pub const InternalFormat = enum(c_int) {
rgb = c.GL_RGB,
rgba = c.GL_RGBA,
srgb = c.GL_SRGB,
srgba = c.GL_SRGB_ALPHA,
// There are so many more that I haven't filled in.
_,
};

View File

@ -368,8 +368,8 @@ pub const Image = union(enum) {
internal: gl.Texture.InternalFormat,
format: gl.Texture.Format,
} = switch (self.*) {
.pending_rgb, .replace_rgb => .{ .internal = .rgb, .format = .rgb },
.pending_rgba, .replace_rgba => .{ .internal = .rgba, .format = .rgba },
.pending_rgb, .replace_rgb => .{ .internal = .srgb, .format = .rgb },
.pending_rgba, .replace_rgba => .{ .internal = .srgba, .format = .rgba },
else => unreachable,
};

View File

@ -6,7 +6,24 @@ layout(location = 0) out vec4 out_FragColor;
uniform sampler2D image;
// Converts a color from linear to sRGB gamma encoding.
vec4 unlinearize(vec4 linear) {
bvec3 cutoff = lessThan(linear.rgb, vec3(0.0031308));
vec3 higher = pow(linear.rgb, vec3(1.0/2.4)) * vec3(1.055) - vec3(0.055);
vec3 lower = linear.rgb * vec3(12.92);
return vec4(mix(higher, lower, cutoff), linear.a);
}
void main() {
vec4 color = texture(image, tex_coord);
// Our texture is stored with an sRGB internal format,
// which means that the values are linearized when we
// sample the texture, but for now we actually want to
// output the color with gamma compression, so we do
// that.
color = unlinearize(color);
out_FragColor = vec4(color.rgb * color.a, color.a);
}