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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-04 17:26:31 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-04 17:27:14 +0300
commitd85fd8feeb1b493b891158fd4cc5ed8bd44c7990 (patch)
tree165f93daae7c0cda16807aa93e2a62f65074b750 /source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
parent50c5e2aa08b84a6eec475ce74492374f6ea37b68 (diff)
T54953: Use OCIO for display color management
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl9
1 files changed, 4 insertions, 5 deletions
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 b032bb6a7b5..f93debc8d66 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -13,7 +13,6 @@ layout(std140) uniform world_block {
WorldData world_data;
};
-
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
@@ -22,7 +21,7 @@ void main()
#ifndef V3D_DRAWOPTION_OBJECT_OVERLAP
if (depth == 1.0) {
- fragColor = vec4(linearrgb_to_srgb(background_color(world_data, uv_viewport.y)), 0.0);
+ fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0);
return;
}
#else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */
@@ -32,9 +31,9 @@ void main()
if (object_id == NO_OBJECT_ID) {
vec3 background = background_color(world_data, uv_viewport.y);
if (object_overlap == 0.0) {
- fragColor = vec4(linearrgb_to_srgb(background), 0.0);
+ fragColor = vec4(background, 0.0);
} else {
- fragColor = vec4(linearrgb_to_srgb(mix(objectOverlapColor, background, object_overlap)), 1.0-object_overlap);
+ fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap);
}
return;
}
@@ -64,5 +63,5 @@ void main()
shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
#endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */
- fragColor = vec4(linearrgb_to_srgb(shaded_color), 1.0);
+ fragColor = vec4(shaded_color, 1.0);
}