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source/blender/draw/modes/shaders/paint_vertex_frag.glsl
| in vec3 finalColor; | in vec3 finalColor; | ||||
| out vec4 fragColor; | out vec4 fragColor; | ||||
| uniform float alpha = 1.0; | uniform float white_factor = 1.0; | ||||
| vec3 linear_to_srgb_attrib(vec3 c) { | vec3 linear_to_srgb_attrib(vec3 c) { | ||||
| c = max(c, vec3(0.0)); | c = max(c, vec3(0.0)); | ||||
| vec3 c1 = c * 12.92; | vec3 c1 = c * 12.92; | ||||
| vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055; | vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055; | ||||
| return mix(c1, c2, step(vec3(0.0031308), c)); | return mix(c1, c2, step(vec3(0.0031308), c)); | ||||
| } | } | ||||
| void main() | void main() | ||||
| { | { | ||||
| fragColor.rgb = linear_to_srgb_attrib(finalColor); | fragColor.rgb = mix(linear_to_srgb_attrib(finalColor), vec3(1.0), white_factor); | ||||
| fragColor.a = alpha; | fragColor.a = 1.0; | ||||
| } | } | ||||