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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-02 18:37:11 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-02 18:37:11 +0300
commitf0d67d8f6a01d606d6090cc6dfdb3fdc6a6e728c (patch)
tree4d6495efa924d68ca09584371e107fb62dae54d3
parent3fa6b6ed4c7ad98d0002032e9ef77fa4024f28a5 (diff)
Workbench: Linear => srgb conversion
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl17
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl8
2 files changed, 21 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index e9d9b8c02e8..1902a9587d2 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -33,3 +33,20 @@ vec2 normal_encode(vec3 n)
float p = sqrt(n.z * 8.0 + 8.0);
return vec2(n.xy / p + 0.5);
}
+
+/* Linear to srgb conversion */
+const float SRGB_ALPHA = 0.055;
+float linear_to_srgb(float channel) {
+ if(channel <= 0.0031308) {
+ return 12.92 * channel;
+ } else {
+ return (1.0 + SRGB_ALPHA) * pow(channel, 1.0/2.4) - SRGB_ALPHA;
+ }
+}
+vec3 linearrgb_to_srgb(vec3 rgb) {
+ return vec3(
+ linear_to_srgb(rgb.r),
+ linear_to_srgb(rgb.g),
+ linear_to_srgb(rgb.b)
+ );
+} \ No newline at end of file
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index 0337662955e..38211239d01 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -22,7 +22,7 @@ void main()
#ifndef V3D_DRAWOPTION_OBJECT_OVERLAP
if (depth == 1.0) {
- fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0);
+ fragColor = vec4(linearrgb_to_srgb(background_color(world_data, uv_viewport.y)), 0.0);
return;
}
#else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
@@ -32,9 +32,9 @@ void main()
if (object_id == NO_OBJECT_ID) {
vec3 background = background_color(world_data, uv_viewport.y);
if (object_overlap == 0.0) {
- fragColor = vec4(background, 0.0);
+ fragColor = vec4(linearrgb_to_srgb(background), 0.0);
} else {
- fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
+ fragColor = vec4(linearrgb_to_srgb(mix(objectOverlapColor, background, object_overlap)), 1.0-object_overlap);
}
return;
}
@@ -64,5 +64,5 @@ void main()
shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
#endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */
- fragColor = vec4(shaded_color, 1.0);
+ fragColor = vec4(linearrgb_to_srgb(shaded_color), 1.0);
}