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authorJeroen Bakker <j.bakker@atmind.nl>2019-04-02 17:05:22 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2019-06-21 10:53:51 +0300
commitfed6c1a970f1df14da7c5fd4dfaf84371efcbe5d (patch)
treecab4653b8d57d41bca6f1c45ef94b2601f8ea97c /source/blender/draw/modes
parenta3a6cda8fb678432e0552d23b0226e8617f26e5f (diff)
Fix T62876: Camera Background Images
Migrate old legacy code to the draw mamager/object mode. The old legacy version did not work with wireframe. By migrating the code to modern draw manager code we have mode control on the drawing process. Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels. Also There are some artifacts when working with Holdouts and DoF, this is because the draw engines do not pass the correct alpha values. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D4638
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/object_mode.c330
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c5
-rw-r--r--source/blender/draw/modes/shaders/common_colormanagement_lib.glsl30
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_frag.glsl23
-rw-r--r--source/blender/draw/modes/shaders/object_camera_image_vert.glsl18
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl25
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl25
7 files changed, 403 insertions, 53 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index e8c600ee545..1c60fc09057 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -38,6 +38,7 @@
#include "DNA_rigidbody_types.h"
#include "DNA_smoke_types.h"
#include "DNA_view3d_types.h"
+#include "DNA_screen_types.h"
#include "DNA_world_types.h"
#include "BKE_anim.h"
@@ -45,6 +46,7 @@
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_editmesh.h"
+#include "BKE_image.h"
#include "BKE_mball.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
@@ -55,6 +57,8 @@
#include "BLI_ghash.h"
+#include "IMB_imbuf_types.h"
+
#include "ED_view3d.h"
#include "GPU_batch.h"
@@ -80,6 +84,8 @@ extern char datatoc_object_outline_detect_frag_glsl[];
extern char datatoc_object_outline_expand_frag_glsl[];
extern char datatoc_object_grid_frag_glsl[];
extern char datatoc_object_grid_vert_glsl[];
+extern char datatoc_object_camera_image_frag_glsl[];
+extern char datatoc_object_camera_image_vert_glsl[];
extern char datatoc_object_empty_image_frag_glsl[];
extern char datatoc_object_empty_image_vert_glsl[];
extern char datatoc_object_lightprobe_grid_vert_glsl[];
@@ -87,6 +93,7 @@ extern char datatoc_object_loose_points_frag_glsl[];
extern char datatoc_object_particle_prim_vert_glsl[];
extern char datatoc_object_particle_dot_vert_glsl[];
extern char datatoc_object_particle_dot_frag_glsl[];
+extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_fxaa_lib_glsl[];
@@ -115,6 +122,8 @@ typedef struct OBJECT_PassList {
struct DRWPass *bone_axes[2];
struct DRWPass *particle;
struct DRWPass *lightprobes;
+ struct DRWPass *camera_images_back;
+ struct DRWPass *camera_images_front;
} OBJECT_PassList;
typedef struct OBJECT_FramebufferList {
@@ -148,6 +157,8 @@ typedef struct OBJECT_Shaders {
GPUShader *outline_fade_large;
/* regular shaders */
+ GPUShader *object_camera_image;
+ GPUShader *object_camera_image_cm;
GPUShader *object_empty_image;
GPUShader *object_empty_image_wire;
GPUShader *grid;
@@ -336,6 +347,7 @@ static struct {
struct GPUTexture *outlines_blur_tx;
ListBase smoke_domains;
+ ListBase movie_clips;
} e_data = {NULL}; /* Engine data */
enum {
@@ -460,7 +472,9 @@ static void OBJECT_engine_init(void *vedata)
datatoc_common_view_lib_glsl,
datatoc_object_empty_image_vert_glsl,
NULL},
- .frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
+ .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
+ datatoc_object_empty_image_frag_glsl,
+ NULL},
.defs = (const char *[]){sh_cfg_data->def, empty_image_defs, NULL},
});
sh_data->object_empty_image_wire = GPU_shader_create_from_arrays({
@@ -471,6 +485,21 @@ static void OBJECT_engine_init(void *vedata)
.frag = (const char *[]){datatoc_object_empty_image_frag_glsl, NULL},
.defs = (const char *[]){sh_cfg_data->def, "#define USE_WIRE\n", empty_image_defs, NULL},
});
+
+ sh_data->object_camera_image_cm = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
+ .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
+ datatoc_object_camera_image_frag_glsl,
+ NULL},
+ .defs =
+ (const char *[]){sh_cfg_data->def, "#define DRW_STATE_DO_COLOR_MANAGEMENT\n", NULL},
+ });
+ sh_data->object_camera_image = GPU_shader_create_from_arrays({
+ .vert = (const char *[]){sh_cfg_data->lib, datatoc_object_camera_image_vert_glsl, NULL},
+ .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
+ datatoc_object_camera_image_frag_glsl,
+ NULL},
+ });
}
/* Grid */
@@ -1035,6 +1064,291 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
}
}
+/* Draw Camera Background Images */
+typedef struct CameraEngineData {
+ DrawData dd;
+ ListBase bg_data;
+} CameraEngineData;
+typedef struct CameraEngineBGData {
+ float transform_mat[4][4];
+} CameraEngineBGData;
+
+static void camera_engine_data_free(DrawData *dd)
+{
+ CameraEngineData *data = (CameraEngineData *)dd;
+ for (LinkData *link = data->bg_data.first; link; link = link->next) {
+ CameraEngineBGData *bg_data = (CameraEngineBGData *)link->data;
+ MEM_freeN(bg_data);
+ }
+ BLI_freelistN(&data->bg_data);
+}
+
+static void camera_background_images_stereo_setup(Scene *scene,
+ View3D *v3d,
+ Image *ima,
+ ImageUser *iuser)
+{
+ if (BKE_image_is_stereo(ima)) {
+ iuser->flag |= IMA_SHOW_STEREO;
+
+ if ((scene->r.scemode & R_MULTIVIEW) == 0) {
+ iuser->multiview_eye = STEREO_LEFT_ID;
+ }
+ else if (v3d->stereo3d_camera != STEREO_3D_ID) {
+ /* show only left or right camera */
+ iuser->multiview_eye = v3d->stereo3d_camera;
+ }
+
+ BKE_image_multiview_index(ima, iuser);
+ }
+ else {
+ iuser->flag &= ~IMA_SHOW_STEREO;
+ }
+}
+
+static void DRW_shgroup_camera_background_images(OBJECT_Shaders *sh_data,
+ OBJECT_PassList *psl,
+ Object *ob,
+ RegionView3D *rv3d)
+{
+ if (!BKE_object_empty_image_frame_is_visible_in_view3d(ob, rv3d)) {
+ return;
+ }
+
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ struct ARegion *ar = draw_ctx->ar;
+ View3D *v3d = draw_ctx->v3d;
+ Scene *scene = draw_ctx->scene;
+ Depsgraph *depsgraph = draw_ctx->depsgraph;
+ Camera *cam = ob->data;
+ const Object *camera_object = DEG_get_evaluated_object(depsgraph, v3d->camera);
+ const bool is_active = (ob == camera_object);
+ const bool look_through = (is_active && (rv3d->persp == RV3D_CAMOB));
+
+ if (look_through && (cam->flag & CAM_SHOW_BG_IMAGE)) {
+ GPUBatch *batch = DRW_cache_image_plane_get();
+
+ /* load camera engine data */
+ CameraEngineData *camera_engine_data = (CameraEngineData *)DRW_drawdata_ensure(
+ &ob->id,
+ &draw_engine_object_type,
+ sizeof(CameraEngineData),
+ NULL,
+ camera_engine_data_free);
+ LinkData *list_node = camera_engine_data->bg_data.first;
+
+ for (CameraBGImage *bgpic = cam->bg_images.first; bgpic; bgpic = bgpic->next) {
+ if ((bgpic->flag & CAM_BGIMG_FLAG_DISABLED)) {
+ continue;
+ }
+
+ /* retrieve the image we want to show, continue to next when no image could be found */
+ ImBuf *ibuf = NULL;
+ GPUTexture *tex = NULL;
+ float image_aspect_x, image_aspect_y;
+ float image_aspect = 1.0;
+ int image_width, image_height;
+ bool premultiplied = false;
+
+ if (bgpic->source == CAM_BGIMG_SOURCE_IMAGE) {
+ Image *image = bgpic->ima;
+ if (image == NULL) {
+ continue;
+ }
+ premultiplied = (image->alpha_mode == IMA_ALPHA_PREMUL);
+ ImageUser *iuser = &bgpic->iuser;
+ BKE_image_user_frame_calc(image, iuser, (int)DEG_get_ctime(depsgraph));
+ if (image->source == IMA_SRC_SEQUENCE && !(iuser->flag & IMA_USER_FRAME_IN_RANGE)) {
+ /* frame is out of range, dont show */
+ continue;
+ }
+ else {
+ camera_background_images_stereo_setup(scene, v3d, image, iuser);
+ }
+ tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D);
+ if (tex == NULL) {
+ continue;
+ }
+ ibuf = BKE_image_acquire_ibuf(image, iuser, NULL);
+ if (ibuf == NULL) {
+ continue;
+ }
+
+ image_aspect_x = bgpic->ima->aspx;
+ image_aspect_y = bgpic->ima->aspy;
+
+ image_width = ibuf->x;
+ image_height = ibuf->y;
+ BKE_image_release_ibuf(image, ibuf, NULL);
+ image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
+ }
+ else if (bgpic->source == CAM_BGIMG_SOURCE_MOVIE) {
+ MovieClip *clip = NULL;
+ if (bgpic->flag & CAM_BGIMG_FLAG_CAMERACLIP) {
+ if (scene->camera) {
+ clip = BKE_object_movieclip_get(scene, scene->camera, true);
+ }
+ }
+ else {
+ clip = bgpic->clip;
+ }
+
+ if (clip == NULL) {
+ continue;
+ }
+
+ image_aspect_x = clip->aspx;
+ image_aspect_y = clip->aspy;
+
+ BKE_movieclip_user_set_frame(&bgpic->cuser, (int)DEG_get_ctime(depsgraph));
+ tex = GPU_texture_from_movieclip(clip, &bgpic->cuser, GL_TEXTURE_2D);
+ if (tex == NULL) {
+ continue;
+ }
+ BLI_addtail(&e_data.movie_clips, BLI_genericNodeN(clip));
+ BKE_movieclip_get_size(clip, &bgpic->cuser, &image_width, &image_height);
+ image_aspect = (image_width * image_aspect_x) / (image_height * image_aspect_y);
+ }
+
+ /* ensure link_data is allocated to store matrice */
+ CameraEngineBGData *bg_data;
+ if (list_node != NULL) {
+ bg_data = (CameraEngineBGData *)list_node->data;
+ list_node = list_node->next;
+ }
+ else {
+ bg_data = MEM_mallocN(sizeof(CameraEngineBGData), __func__);
+ BLI_addtail(&camera_engine_data->bg_data, BLI_genericNodeN(bg_data));
+ }
+
+ /* calculate the transformation matric for the current bg image */
+ float uv2img_space[4][4];
+ float img2cam_space[4][4];
+ float rot_m4[4][4];
+ float scale_m4[4][4];
+ float translate_m4[4][4];
+ float win_m4_scale[4][4];
+ float win_m4_translate[4][4];
+
+ unit_m4(uv2img_space);
+ unit_m4(img2cam_space);
+ unit_m4(win_m4_scale);
+ unit_m4(win_m4_translate);
+ unit_m4(scale_m4);
+ axis_angle_to_mat4_single(rot_m4, 'Z', bgpic->rotation);
+ unit_m4(translate_m4);
+
+ const float *size = DRW_viewport_size_get();
+ float camera_aspect_x = 1.0;
+ float camera_aspect_y = 1.0;
+ float camera_offset_x = 0.0;
+ float camera_offset_y = 0.0;
+ float camera_aspect = 1.0;
+ float camera_width = size[0];
+ float camera_height = size[1];
+
+ if (!DRW_state_is_image_render()) {
+ rctf render_border;
+ ED_view3d_calc_camera_border(scene, depsgraph, ar, v3d, rv3d, &render_border, true);
+ camera_width = render_border.xmax - render_border.xmin;
+ camera_height = render_border.ymax - render_border.ymin;
+ camera_aspect = camera_width / camera_height;
+ const float camera_aspect_center_x = (render_border.xmax + render_border.xmin) / 2.0;
+ const float camera_aspect_center_y = (render_border.ymax + render_border.ymin) / 2.0;
+
+ camera_aspect_x = camera_width / size[0];
+ camera_aspect_y = camera_height / size[1];
+ win_m4_scale[0][0] = camera_aspect_x;
+ win_m4_scale[1][1] = camera_aspect_y;
+
+ camera_offset_x = (camera_aspect_center_x - (ar->winx / 2.0)) /
+ (0.5 * camera_width / camera_aspect_x);
+ camera_offset_y = (camera_aspect_center_y - (ar->winy / 2.0)) /
+ (0.5 * camera_height / camera_aspect_y);
+ win_m4_translate[3][0] = camera_offset_x;
+ win_m4_translate[3][1] = camera_offset_y;
+ }
+
+ /* Convert from uv space to image space -0.5..-.5 */
+ uv2img_space[0][0] = image_width;
+ uv2img_space[1][1] = image_height;
+
+ img2cam_space[0][0] = (1.0 / image_width);
+ img2cam_space[1][1] = (1.0 / image_height);
+
+ /* Update scaling based on image and camera framing */
+ float scale_x = bgpic->scale;
+ float scale_y = bgpic->scale;
+
+ if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_ASPECT) {
+ float fit_scale = image_aspect / camera_aspect;
+ if (bgpic->flag & CAM_BGIMG_FLAG_CAMERA_CROP) {
+ if (image_aspect > camera_aspect) {
+ scale_x *= fit_scale;
+ }
+ else {
+ scale_y /= fit_scale;
+ }
+ }
+ else {
+ if (image_aspect > camera_aspect) {
+ scale_y /= fit_scale;
+ }
+ else {
+ scale_x *= fit_scale;
+ }
+ }
+ }
+
+ // scale image to match the desired aspect ratio
+ scale_m4[0][0] = scale_x;
+ scale_m4[1][1] = scale_y;
+
+ // translate
+ translate_m4[3][0] = bgpic->offset[0];
+ translate_m4[3][1] = bgpic->offset[1];
+
+ mul_m4_series(bg_data->transform_mat,
+ win_m4_translate,
+ win_m4_scale,
+ translate_m4,
+ img2cam_space,
+ scale_m4,
+ rot_m4,
+ uv2img_space);
+
+ DRWPass *pass = (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? psl->camera_images_front :
+ psl->camera_images_back;
+ GPUShader *shader = DRW_state_do_color_management() ? sh_data->object_camera_image_cm :
+ sh_data->object_camera_image;
+ DRWShadingGroup *grp = DRW_shgroup_create(shader, pass);
+
+ DRW_shgroup_uniform_float_copy(
+ grp, "depth", (bgpic->flag & CAM_BGIMG_FLAG_FOREGROUND) ? 0.000001 : 0.999999);
+ DRW_shgroup_uniform_float_copy(grp, "alpha", bgpic->alpha);
+ DRW_shgroup_uniform_texture(grp, "image", tex);
+ DRW_shgroup_uniform_bool_copy(grp, "imagePremultiplied", premultiplied);
+
+ DRW_shgroup_uniform_float_copy(
+ grp, "flipX", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_X) ? -1.0 : 1.0);
+ DRW_shgroup_uniform_float_copy(
+ grp, "flipY", (bgpic->flag & CAM_BGIMG_FLAG_FLIP_Y) ? -1.0 : 1.0);
+ DRW_shgroup_uniform_mat4(grp, "TransformMat", bg_data->transform_mat);
+
+ DRW_shgroup_call(grp, batch, NULL);
+ }
+ }
+}
+
+static void camera_background_images_free_textures(void)
+{
+ for (LinkData *link = e_data.movie_clips.first; link; link = link->next) {
+ MovieClip *clip = (MovieClip *)link->data;
+ GPU_free_texture_movieclip(clip);
+ }
+ BLI_freelistN(&e_data.movie_clips);
+}
+
static void OBJECT_cache_init(void *vedata)
{
const GlobalsUboStorage *gb = &G_draw.block;
@@ -1206,6 +1520,13 @@ static void OBJECT_cache_init(void *vedata)
DRW_shgroup_call(grp, geom, NULL);
}
+ /* Camera background images */
+ {
+ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_BLEND_ALPHA;
+ psl->camera_images_back = DRW_pass_create("Camera Images Back", state);
+ psl->camera_images_front = DRW_pass_create("Camera Images Front", state);
+ }
+
for (int i = 0; i < 2; ++i) {
OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl;
@@ -3266,6 +3587,7 @@ static void OBJECT_cache_populate(void *vedata, Object *ob)
break;
}
DRW_shgroup_camera(sgl, ob, view_layer);
+ DRW_shgroup_camera_background_images(sh_data, psl, ob, rv3d);
break;
case OB_EMPTY:
if (hide_object_extra) {
@@ -3449,6 +3771,8 @@ static void OBJECT_draw_scene(void *vedata)
float clearcol[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ DRW_draw_pass(psl->camera_images_back);
+
/* Don't draw Transparent passes in MSAA buffer. */
// DRW_draw_pass(psl->bone_envelope); /* Never drawn in Object mode currently. */
DRW_draw_pass(stl->g_data->sgl.transp_shapes);
@@ -3518,7 +3842,6 @@ static void OBJECT_draw_scene(void *vedata)
DRW_draw_pass(psl->outlines_resolve);
}
}
-
volumes_free_smoke_textures();
batch_camera_path_free(&stl->g_data->sgl.camera_path);
@@ -3567,6 +3890,9 @@ static void OBJECT_draw_scene(void *vedata)
batch_camera_path_free(&stl->g_data->sgl_ghost.camera_path);
+ DRW_draw_pass(psl->camera_images_front);
+ camera_background_images_free_textures();
+
DRW_draw_pass(psl->ob_center);
}
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index 5f833e4c6a1..82c11a278de 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -40,6 +40,7 @@
#include "DEG_depsgraph_query.h"
+extern char datatoc_common_colormanagement_lib_glsl[];
extern char datatoc_common_globals_lib_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_paint_texture_vert_glsl[];
@@ -160,7 +161,9 @@ static void PAINT_TEXTURE_engine_init(void *vedata)
datatoc_common_view_lib_glsl,
datatoc_paint_texture_vert_glsl,
NULL},
- .frag = (const char *[]){datatoc_paint_texture_frag_glsl, NULL},
+ .frag = (const char *[]){datatoc_common_colormanagement_lib_glsl,
+ datatoc_paint_texture_frag_glsl,
+ NULL},
.defs = (const char *[]){sh_cfg_data->def, NULL},
});
diff --git a/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl b/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
new file mode 100644
index 00000000000..45f711296f3
--- /dev/null
+++ b/source/blender/draw/modes/shaders/common_colormanagement_lib.glsl
@@ -0,0 +1,30 @@
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_linearrgb(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;
+ }
+ return color;
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
+{
+ vec4 color = texture_read_as_linearrgb(tex, premultiplied, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_frag.glsl b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
new file mode 100644
index 00000000000..5d8ad3c79ea
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_camera_image_frag.glsl
@@ -0,0 +1,23 @@
+in vec2 texCoord_interp;
+out vec4 fragColor;
+
+uniform sampler2D image;
+uniform float alpha;
+uniform bool imagePremultiplied;
+
+void main()
+{
+#ifdef DRW_STATE_DO_COLOR_MANAGEMENT
+ /* render engine has already applied the view transform. We sample the
+ * camera images as srgb*/
+ vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
+
+#else
+ /* Render engine renders in linearrgb. We sample the camera images as
+ * linearrgb */
+ vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp);
+#endif
+
+ color.a *= alpha;
+ fragColor = color;
+}
diff --git a/source/blender/draw/modes/shaders/object_camera_image_vert.glsl b/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
new file mode 100644
index 00000000000..61b88c013aa
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_camera_image_vert.glsl
@@ -0,0 +1,18 @@
+uniform mat4 TransformMat;
+uniform float flipX;
+uniform float flipY;
+uniform float depth;
+
+in vec2 texCoord;
+in vec2 pos;
+
+out vec2 texCoord_interp;
+
+void main()
+{
+ vec4 position = TransformMat * vec4((pos - 0.5) * 2.0, 1.0, 1.0);
+ gl_Position = vec4(position.xy, depth, 1.0);
+
+ vec2 uv_mul = vec2(flipX, flipY);
+ texCoord_interp = texCoord * uv_mul;
+}
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 88220140aec..7dfbf469adc 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -15,31 +15,6 @@ uniform bool imagePremultiplied;
uniform int depthMode;
uniform bool useAlphaTest;
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
-}
-
-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);
- return color;
-}
-
void main()
{
#ifdef USE_WIRE
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index af7ea99e6a1..e8722590802 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -18,31 +18,6 @@ uniform vec3 maskingColor;
uniform bool maskingInvertStencil;
#endif
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
-}
-
-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);
- return color;
-}
-
void main()
{
vec2 uv = uv_interp;