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source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
| Show All 22 Lines | |||||
| #define ENDCAP 1.0 | #define ENDCAP 1.0 | ||||
| #define OB_SOLID 3 | #define OB_SOLID 3 | ||||
| #define V3D_SHADING_TEXTURE_COLOR 3 | #define V3D_SHADING_TEXTURE_COLOR 3 | ||||
| bool no_texture = (shading_type[0] == OB_SOLID) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR); | bool no_texture = (shading_type[0] == OB_SOLID) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR); | ||||
| float linearrgb_to_srgb(float c) | |||||
| { | |||||
| if (c < 0.0031308) { | |||||
| return (c < 0.0) ? 0.0 : c * 12.92; | |||||
| } | |||||
| else { | |||||
| return 1.055 * pow(c, 1.0 / 2.4) - 0.055; | |||||
| } | |||||
| } | |||||
| vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co) | |||||
| { | |||||
| /* By convention image textures return scene linear colors, but | |||||
| * grease pencil still works in srgb. */ | |||||
| vec4 color = texture(tex, co); | |||||
| /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */ | |||||
| if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) { | |||||
| color.rgb = color.rgb / color.a; | |||||
| } | |||||
| color.r = linearrgb_to_srgb(color.r); | |||||
| color.g = linearrgb_to_srgb(color.g); | |||||
| color.b = linearrgb_to_srgb(color.b); | |||||
| return color; | |||||
| } | |||||
| void main() | void main() | ||||
| { | { | ||||
| vec4 tColor = vec4(mColor); | vec4 tColor = vec4(mColor); | ||||
| /* if uvfac[1] == 1, then encap */ | /* if uvfac[1] == 1, then encap */ | ||||
| if (uvfac[1] == ENDCAP) { | if (uvfac[1] == ENDCAP) { | ||||
| vec2 center = vec2(uvfac[0], 0.5); | vec2 center = vec2(uvfac[0], 0.5); | ||||
| float dist = length(mTexCoord - center); | float dist = length(mTexCoord - center); | ||||
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