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authorClément Foucault <foucault.clem@gmail.com>2018-04-21 17:45:47 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-04-21 17:49:38 +0300
commitc23f33ac9e94d98cc1f593653f0e3abb031ecae0 (patch)
tree67bd11c5d6d226dde92d4a84e26bb812d079fe7e /source/blender/gpu/GPU_shader.h
parent28a24db68aa6c69af07aabc2a8fde0373bd7ab33 (diff)
View3D: Atenuate banding artifacts on background gradient.
Dithering the output color for 8bit precision framebuffer with bayer matrix. On my tests the bayer matrux patterns are not noticeable at all. Note that it also does that in opengl rendered mode which can be in a much higher bitdepth. We can fix that if that's a problem in the future but I doubt it will.
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r--source/blender/gpu/GPU_shader.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 9131f56a07e..9f126953727 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -112,6 +112,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_FLAT_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR_UNIFORM_ALPHA,
+ GPU_SHADER_2D_SMOOTH_COLOR_DITHER,
GPU_SHADER_2D_IMAGE,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_ALPHA_COLOR,