Constant egui_glow::painter::FRAG_SRC

source ยท
const FRAG_SRC: &str = "#ifdef GL_ES\n    precision mediump float;\n#endif\n\nuniform sampler2D u_sampler;\n\n#if NEW_SHADER_INTERFACE\n    in vec4 v_rgba_in_gamma;\n    in vec2 v_tc;\n    out vec4 f_color;\n    // a dirty hack applied to support webGL2\n    #define gl_FragColor f_color\n    #define texture2D texture\n#else\n    varying vec4 v_rgba_in_gamma;\n    varying vec2 v_tc;\n#endif\n\n// -----------------------------------------------\n// Adapted from\n// https://www.shadertoy.com/view/llVGzG\n// Originally presented in:\n// Jimenez 2014, \"Next Generation Post-Processing in Call of Duty\"\n//\n// A good overview can be found in\n// https://blog.demofox.org/2022/01/01/interleaved-gradient-noise-a-different-kind-of-low-discrepancy-sequence/\n// via https://github.com/rerun-io/rerun/\nfloat interleaved_gradient_noise(vec2 n) {\n    float f = 0.06711056 * n.x + 0.00583715 * n.y;\n    return fract(52.9829189 * fract(f));\n}\n\nvec3 dither_interleaved(vec3 rgb, float levels) {\n    float noise = interleaved_gradient_noise(gl_FragCoord.xy);\n    // scale down the noise slightly to ensure flat colors aren\'t getting dithered\n    noise = (noise - 0.5) * 0.95;\n    return rgb + noise / (levels - 1.0);\n}\n\n// 0-1 sRGB gamma  from  0-1 linear\nvec3 srgb_gamma_from_linear(vec3 rgb) {\n    bvec3 cutoff = lessThan(rgb, vec3(0.0031308));\n    vec3 lower = rgb * vec3(12.92);\n    vec3 higher = vec3(1.055) * pow(rgb, vec3(1.0 / 2.4)) - vec3(0.055);\n    return mix(higher, lower, vec3(cutoff));\n}\n\n// 0-1 sRGBA gamma  from  0-1 linear\nvec4 srgba_gamma_from_linear(vec4 rgba) {\n    return vec4(srgb_gamma_from_linear(rgba.rgb), rgba.a);\n}\n\nvoid main() {\n#if SRGB_TEXTURES\n    vec4 texture_in_gamma = srgba_gamma_from_linear(texture2D(u_sampler, v_tc));\n#else\n    vec4 texture_in_gamma = texture2D(u_sampler, v_tc);\n#endif\n\n    // We multiply the colors in gamma space, because that\'s the only way to get text to look right.\n    vec4 frag_color_gamma = v_rgba_in_gamma * texture_in_gamma;\n\n    // Dither the float color down to eight bits to reduce banding.\n    // This step is optional for egui backends.\n#if DITHERING\n    frag_color_gamma.rgb = dither_interleaved(frag_color_gamma.rgb, 256.);\n#endif\n    gl_FragColor = frag_color_gamma;\n}\n";