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source/blender/draw/modes/shaders/object_empty_image_frag.glsl
| Show All 9 Lines | |||||
| #ifndef USE_WIRE | #ifndef USE_WIRE | ||||
| uniform sampler2D image; | uniform sampler2D image; | ||||
| uniform bool imagePremultiplied; | uniform bool imagePremultiplied; | ||||
| #endif | #endif | ||||
| uniform int depthMode; | uniform int depthMode; | ||||
| uniform bool useAlphaTest; | uniform bool useAlphaTest; | ||||
| 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 | |||||
| * overlays still assume 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() | ||||
| { | { | ||||
| #ifdef USE_WIRE | #ifdef USE_WIRE | ||||
| fragColor = finalColor; | fragColor = finalColor; | ||||
| #else | #else | ||||
| vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp); | vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp); | ||||
| fragColor = finalColor * tex_col; | fragColor = finalColor * tex_col; | ||||
| Show All 22 Lines | |||||