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authorClément Foucault <foucault.clem@gmail.com>2020-02-25 15:58:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-25 15:58:28 +0300
commit190fd795a9245ee6a45d8feacc4c790b68d8232b (patch)
tree2b97c60b94e3b849613f9a01e15dce9ac798d21c /intern/opencolorio
parent7bc893c8279457ef32eb4a0d4e98fe40de5afdf1 (diff)
Overlay: Fix overlays being washed out by render colors
Clamping here might be a bit too much if output is expected to be HDR. But we don't support HDR atm so clamping is fine.
Diffstat (limited to 'intern/opencolorio')
-rw-r--r--intern/opencolorio/gpu_shader_display_transform.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/intern/opencolorio/gpu_shader_display_transform.glsl b/intern/opencolorio/gpu_shader_display_transform.glsl
index f7c64244dd6..61da755f02f 100644
--- a/intern/opencolorio/gpu_shader_display_transform.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform.glsl
@@ -163,6 +163,7 @@ vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay, vec2 noise_uv)
col = OCIO_to_display_linear_with_look(col, lut3d_texture);
if (overlay) {
+ col = clamp(col, 0.0, 1.0);
col *= 1.0 - col_overlay.a;
col += col_overlay; /* Assumed unassociated alpha. */
}