* Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling
* Do blending in srgb
* Revert "Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling"
* Remove unnecessary srgb linear conversions
* Blend overlays and viewport in linear and return early when ui is fully transparent
* Fix gamma issue by applying tone mapping in the shader
Vello renders it's values to an RgbaUnorm texture
but if we try to use this in the main rendering
pipeline which renders to an Srgb surface gamma
mapping is applied twice.
* Add comment explaining why we do this to the shader
* Rename variables
* Render overlays with vello
* Fix nix flake comments
* Rendering refactor with better names and code location
* Remove unnecessary overlay renders
* Post rebase fix