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source/blender/draw/modes/shaders/paint_texture_frag.glsl
| Show All 12 Lines | |||||
| #ifdef TEXTURE_PAINT_MASK | #ifdef TEXTURE_PAINT_MASK | ||||
| uniform sampler2D maskingImage; | uniform sampler2D maskingImage; | ||||
| uniform bool maskingImagePremultiplied; | uniform bool maskingImagePremultiplied; | ||||
| uniform vec3 maskingColor; | uniform vec3 maskingColor; | ||||
| uniform bool maskingInvertStencil; | uniform bool maskingInvertStencil; | ||||
| #endif | #endif | ||||
| 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() | ||||
| { | { | ||||
| vec2 uv = uv_interp; | vec2 uv = uv_interp; | ||||
| if (nearestInterp) { | if (nearestInterp) { | ||||
| vec2 tex_size = vec2(textureSize(image, 0).xy); | vec2 tex_size = vec2(textureSize(image, 0).xy); | ||||
| uv = (floor(uv_interp * tex_size) + 0.5) / tex_size; | uv = (floor(uv_interp * tex_size) + 0.5) / tex_size; | ||||
| } | } | ||||
| Show All 16 Lines | |||||