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authorClément Foucault <foucault.clem@gmail.com>2020-04-14 21:44:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-04-14 21:44:56 +0300
commit21c658b718b9bd0f79f435a6a8a8603c365264a5 (patch)
treebcaa239369d799368236d4303f33d674c3cb14f3 /source/blender/draw/intern/draw_manager.c
parentbf49bb354fca4ad96f8f3e6802ecf733b29ac3e3 (diff)
GPUShader: Implement workaround for gizmo drawing on sRGB framebuffer
This solution involves adding a uniform to each fragment shader that is used by gizmo drawing and use the framebuffer state to set this uniform accordingly. This solution can also be carried to external shaders (addons). A single line of code would then be enough to fix the issue. The only trickery here is the dummy define: `#define srgb_to_framebuffer_space(a)` This is in order to avoid breaking other DRW shaders that use the same fragment shader code but do not need the tranformation. Related to T74139 Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7261
Diffstat (limited to 'source/blender/draw/intern/draw_manager.c')
-rw-r--r--source/blender/draw/intern/draw_manager.c3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 1434cac5f97..09b9b63d07a 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1296,9 +1296,6 @@ void DRW_draw_callbacks_post_scene(void)
DRW_state_reset();
GPU_framebuffer_bind(dfbl->overlay_fb);
- /* Disable sRGB encoding from the fixed function pipeline since all the drawing in this
- * function is done with sRGB color. Avoid double transform. */
- glDisable(GL_FRAMEBUFFER_SRGB);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);