#if !defined(GL_ES) && __VERSION__ >= 140 #define I in #define O out #define V(x) x #else #define I attribute #define O varying #define V(x) vec3(x) #endif #ifdef GL_ES precision mediump float; #endif uniform vec2 u_screen_size; I vec2 a_pos; I vec4 a_srgba; // 0-255 sRGB I vec2 a_tc; O vec4 v_rgba; O vec2 v_tc; // 0-1 linear from 0-255 sRGB vec3 linear_from_srgb(vec3 srgb) { bvec3 cutoff = lessThan(srgb, vec3(10.31475)); vec3 lower = srgb / vec3(3294.6); vec3 higher = pow((srgb + vec3(14.025)) / vec3(269.025), vec3(2.4)); return mix(higher, lower, V(cutoff)); } vec4 linear_from_srgba(vec4 srgba) { return vec4(linear_from_srgb(srgba.rgb), srgba.a / 255.0); } void main() { gl_Position = vec4(2.0 * a_pos.x / u_screen_size.x - 1.0, 1.0 - 2.0 * a_pos.y / u_screen_size.y, 0.0, 1.0); // egui encodes vertex colors in gamma spaces, so we must decode the colors here: v_rgba = linear_from_srgba(a_srgba); v_tc = a_tc; }