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authorAntony Riakiotakis <kalast@gmail.com>2015-03-18 16:09:03 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-18 16:09:03 +0300
commit9231d35caac39bf4e444cb08979859c313963a53 (patch)
tree682dd369413fedb4711a33c86e9ac375a682c1f1
parent72419eebc26ca17c588b3d7fe5ccbb0f22d33ad4 (diff)
Simplify math in mix_linear glsl function. Thanks to valentin for
pointing out on irc.
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl17
1 files changed, 1 insertions, 16 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 945b7ef303f..5268dea5d55 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -698,22 +698,7 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
- outcol = col1;
-
- if(col2.r > 0.5)
- outcol.r= col1.r + fac*(2.0*(col2.r - 0.5));
- else
- outcol.r= col1.r + fac*(2.0*(col2.r) - 1.0);
-
- if(col2.g > 0.5)
- outcol.g= col1.g + fac*(2.0*(col2.g - 0.5));
- else
- outcol.g= col1.g + fac*(2.0*(col2.g) - 1.0);
-
- if(col2.b > 0.5)
- outcol.b= col1.b + fac*(2.0*(col2.b - 0.5));
- else
- outcol.b= col1.b + fac*(2.0*(col2.b) - 1.0);
+ outcol = col1 + fac*(2.0*(col2 - vec4(0.5)));
}
void valtorgb(float fac, sampler2D colormap, out vec4 outcol, out float outalpha)