FRAG_SRC

Constant FRAG_SRC 

Source
const FRAG_SRC: &str = "#ifdef GL_ES\n    // To avoid weird distortion issues when rendering text etc, we want highp if possible.\n    // But apparently some devices don\'t support it, so we have to check first.\n    #if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n        precision highp float;\n    #else\n        precision mediump float;\n    #endif\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\nvoid main() {\n    vec4 texture_in_gamma = texture2D(u_sampler, v_tc);\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";