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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2019-06-07 18:49:58 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-06-07 21:51:40 +0300
commitfb03f50e069d66c99391e4796e1b9eaa2b4cc133 (patch)
tree10c761cf548c6d4aa9160eed7c2798a96b798ccb /source/blender/draw/modes/shaders/object_empty_image_frag.glsl
parentd05f27c7b95371db9e7e4e34a919a3623682a114 (diff)
Fix T64625: Eevee image textures with alpha have dark edges
Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them.
Diffstat (limited to 'source/blender/draw/modes/shaders/object_empty_image_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl9
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
index deb82a8904e..88220140aec 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -9,6 +9,7 @@ out vec4 fragColor;
#ifndef USE_WIRE
uniform sampler2D image;
+uniform bool imagePremultiplied;
#endif
uniform int depthMode;
@@ -24,11 +25,15 @@ float linearrgb_to_srgb(float c)
}
}
-vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
{
/* By convention image textures return scene linear colors, but
* overlays still assume srgb. */
vec4 color = texture(tex, co);
+ /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
+ if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
+ color.rgb = color.rgb / color.a;
+ }
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
@@ -40,7 +45,7 @@ void main()
#ifdef USE_WIRE
fragColor = finalColor;
#else
- vec4 tex_col = texture_read_as_srgb(image, texCoord_interp);
+ vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
fragColor = finalColor * tex_col;
if (useAlphaTest) {