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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-29 16:14:08 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-29 16:14:08 +0300
commitc5927cd97758baf3df30459d43dc7c6c488fc616 (patch)
treecd89cb5d5525eb5ac1c8c669e9c0ba8f02ece650 /intern/cycles/kernel/svm/svm_sepcomb_hsv.h
parentf392f563970a3cd7d904da622ed65e401fde933f (diff)
Revert "Fix T42888: Separate and Combine HSV distorts the hue value"
This reverts commit 1549fea9995c348bc14a9105df5e460644e2b33a. After some further discussion with other developers in the team it becomes clear there's no correct solution here. It is just more matter of what's more convenient in particular case. We're just going back to old code to avoid possible frustration with the older files in newer blenders. This also means all HSV/HSL is considered to be "linear" in the shading nodes. Would be ported to 2.73 final.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_sepcomb_hsv.h')
-rw-r--r--intern/cycles/kernel/svm/svm_sepcomb_hsv.h5
1 files changed, 2 insertions, 3 deletions
diff --git a/intern/cycles/kernel/svm/svm_sepcomb_hsv.h b/intern/cycles/kernel/svm/svm_sepcomb_hsv.h
index 5a48bbe56e7..68f9fea02f0 100644
--- a/intern/cycles/kernel/svm/svm_sepcomb_hsv.h
+++ b/intern/cycles/kernel/svm/svm_sepcomb_hsv.h
@@ -26,8 +26,7 @@ ccl_device void svm_node_combine_hsv(KernelGlobals *kg, ShaderData *sd, float *s
float value = stack_load_float(stack, value_in);
/* Combine, and convert back to RGB */
- float3 color = color_srgb_to_scene_linear(
- hsv_to_rgb(make_float3(hue, saturation, value)));
+ float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
if (stack_valid(color_out))
stack_store_float3(stack, color_out, color);
@@ -41,7 +40,7 @@ ccl_device void svm_node_separate_hsv(KernelGlobals *kg, ShaderData *sd, float *
float3 color = stack_load_float3(stack, color_in);
/* Convert to HSV */
- color = rgb_to_hsv(color_scene_linear_to_srgb(color));
+ color = rgb_to_hsv(color);
if (stack_valid(hue_out))
stack_store_float(stack, hue_out, color.x);