diff --git a/kitty/cell_fragment.glsl b/kitty/cell_fragment.glsl index 74cac0be6..62370405e 100644 --- a/kitty/cell_fragment.glsl +++ b/kitty/cell_fragment.glsl @@ -107,6 +107,7 @@ vec3 apply_min_contrast_ratio(float under_luminance, float over_luminance, vec3 } #endif +#if TEXT_NEW_GAMMA == 1 vec4 foreground_contrast(vec4 over, vec3 under) { float under_luminance = dot(under, Y); float over_lumininace = dot(over.rgb, Y); @@ -124,8 +125,9 @@ vec4 foreground_contrast(vec4 over, vec3 under) { return over; } -#if (TEXT_NEW_GAMMA == 0) -vec4 foreground_contrast_incorrect(vec4 over, vec3 under) { +#else + +vec4 foreground_contrast(vec4 over, vec3 under) { // Simulation of gamma-incorrect blending float under_luminance = dot(under, Y); float over_lumininace = dot(over.rgb, Y); @@ -172,11 +174,7 @@ vec4 calculate_premul_foreground_from_sprites(vec4 text_fg) { vec4 adjust_foreground_contrast_with_background(vec4 text_fg, vec3 bg) { // When rendering on a background we can adjust the alpha channel contrast // to improve legibility based on the source and destination colors -#if (TEXT_NEW_GAMMA == 0) - return foreground_contrast_incorrect(text_fg, bg); -#else return foreground_contrast(text_fg, bg); -#endif } #endif