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authorClément Foucault <foucault.clem@gmail.com>2020-02-11 17:18:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-11 17:19:04 +0300
commit804e90b42d728ecb1073af8d0bae15a91b13a469 (patch)
tree309de25d99c92286b10c9d27e547fd43a69299c1 /source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
parent58cdab8b9759dd59b55895f2f76b9624addbb324 (diff)
DRW: Color Management improvement
Reviewed By: brecht sergey jbakker Differential Revision: http://developer.blender.org/D6729
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
index a6af7214de1..5979a877681 100644
--- a/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/armature_shape_solid_vert.glsl
@@ -28,7 +28,7 @@ void main()
/* Smooth lighting factor. */
const float s = 0.2; /* [0.0-0.5] range */
float fac = clamp((n * (1.0 - s)) + s, 0.0, 1.0);
- finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac);
+ finalColor.rgb = mix(state_color.rgb, bone_color.rgb, fac * fac);
finalColor.a = 1.0;
vec4 worldPosition = model_mat * vec4(pos, 1.0);