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[RFC] vulkan: compensate alpha to better match perceptual blend intent
The Vulkan renderer performs alpha blending in linear RGB space, which preserves hue better than blending sRGB-encoded values directly (as the gles and pixman renderers do), but unfortunately tends to give a too-bright result when blending dark and light colors. (In desktop usage, this especially affects dark, semi-transparent tooltips, which appear significantly more transparent than expected, affecting readability if light text underneath shows through.) This is a novel (I think) approach to compensating for this effect by adjusting the alpha value of the source texture - basically the result is that dark semi-transparent pixels are made a little more opaque, while light semi-transparent pixels are made a little more transparent. Alpha values of 0 and 1 are unchanged. I am somewhat new to science of color blending (Björn Ottosson's page, "How software gets color wrong" is very enlightening) but I think this approach makes at least a little bit of sense theoretically, and the result seems to me subjectively to be an improvement. Analysis from an expert on the subject would be greatly appreciated. v2: compensate alpha in solid color conversions also v3: un-premultiply average value for solid color conversion
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3 changed files with 81 additions and 8 deletions
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@ -26,11 +26,17 @@ vec4 srgb_color_to_linear(vec4 color) {
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return vec4(0);
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}
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color.rgb /= color.a;
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// Estimate perceptual lightness from sRGB values
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float v = (color.r + color.g + color.b) / 3;
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color.rgb = vec3(
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srgb_channel_to_linear(color.r),
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srgb_channel_to_linear(color.g),
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srgb_channel_to_linear(color.b)
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);
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// Adjust alpha to make dark semi-transparent overlays a bit more
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// opaque, better matching perceptual intent compared to simple
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// linear blending (see README-alpha-blend for a longer discussion)
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color.a = ((v - 0.5) * color.a * color.a + color.a) / (v + 0.5);
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color.rgb *= color.a;
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return color;
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}
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