diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-14 21:16:35 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-17 19:05:57 +0300 |
commit | 29877fb1a443e1daebf1466fa3a048ef5cefd807 (patch) | |
tree | 5ac180d6963df592bfeebd638b0a7386c2bc5a97 /source/blender/draw/engines/workbench/shaders | |
parent | 0d511e05d38e47a610c304a7625f5f0da9c9a9d2 (diff) |
Workbench: Fix srgb texture not being color managed in texture color mode
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
3 files changed, 28 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index 76b00469f15..25942b162ee 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -141,3 +141,21 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped) } return matcap_uv * 0.496 + 0.5; } + +float srgb_to_linearrgb(float c) +{ + if (c < 0.04045) + return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); + else + return pow((c + 0.055) * (1.0 / 1.055), 2.4); +} + +vec4 srgb_to_linearrgb(vec4 col_from) +{ + vec4 col_to; + col_to.r = srgb_to_linearrgb(col_from.r); + col_to.g = srgb_to_linearrgb(col_from.g); + col_to.b = srgb_to_linearrgb(col_from.b); + col_to.a = col_from.a; + return col_to; +} diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index d42b6bde791..aed86937e0d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -1,8 +1,8 @@ -#ifdef V3D_SHADING_TEXTURE_COLOR -uniform sampler2D image; + uniform float ImageTransparencyCutoff = 0.1; +uniform sampler2D image; +uniform bool imageSrgb; -#endif uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrixInverse; uniform float alpha = 0.5; @@ -39,6 +39,9 @@ void main() if (diffuse_color.a < ImageTransparencyCutoff) { discard; } + if (imageSrgb) { + diffuse_color = srgb_to_linearrgb(diffuse_color); + } #else diffuse_color = vec4(materialDiffuseColor, 1.0); #endif /* V3D_SHADING_TEXTURE_COLOR */ diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index 722add22a89..2ce816c6484 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -6,6 +6,7 @@ uniform float materialRoughness; uniform sampler2D image; uniform float ImageTransparencyCutoff = 0.1; +uniform bool imageSrgb; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; @@ -40,6 +41,9 @@ void main() if (color.a < ImageTransparencyCutoff) { discard; } + if (imageSrgb) { + color = srgb_to_linearrgb(color); + } # else color.rgb = materialDiffuseColor; # endif |