diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-04 17:26:31 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-04 17:27:14 +0300 |
commit | d85fd8feeb1b493b891158fd4cc5ed8bd44c7990 (patch) | |
tree | 165f93daae7c0cda16807aa93e2a62f65074b750 /source/blender/draw/engines/workbench/shaders | |
parent | 50c5e2aa08b84a6eec475ce74492374f6ea37b68 (diff) |
T54953: Use OCIO for display color management
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl | 17 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl | 9 |
2 files changed, 4 insertions, 22 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 5fcadc21a2c..e9d9b8c02e8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -33,20 +33,3 @@ vec2 normal_encode(vec3 n) float p = sqrt(n.z * 8.0 + 8.0); return vec2(n.xy / p + 0.5); } - -/* Linear to srgb conversion */ -const float SRGB_ALPHA = 0.055; -float linear_to_srgb(float channel) { - if(channel <= 0.0031308) { - return 12.92 * channel; - } else { - return (1.0 + SRGB_ALPHA) * pow(channel, 1.0/2.4) - SRGB_ALPHA; - } -} -vec3 linearrgb_to_srgb(vec3 rgb) { - return vec3( - linear_to_srgb(rgb.r), - linear_to_srgb(rgb.g), - linear_to_srgb(rgb.b) - ); -} 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); } |