diff options
author | Charlie Jolly <charlie> | 2020-02-19 04:03:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-02-19 04:27:36 +0300 |
commit | eef5b506d5ce5086ab7e91cb243f2d387e60d9c4 (patch) | |
tree | 5f14ed695aa6ff9e59c9c854d1083d9b6e46c3c2 /source/blender/gpu/shaders/material | |
parent | e82827bf6ed54a1d1552ac9176df9e309b4d29e2 (diff) |
EEVEE: Color Ramp Ease Optimisation
This patch provides an optimisation for Ease (Smoothstep) setting in the color ramp node.
This optimisation exists already for Constant and Linear modes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6880
Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl index 9fe45f91f45..17240da4050 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl @@ -13,6 +13,15 @@ void valtorgb_opti_linear( outalpha = outcol.a; } +void valtorgb_opti_ease( + float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha) +{ + fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0); + fac = fac * fac * (3.0 - 2.0 * fac); + outcol = mix(color1, color2, fac); + outalpha = outcol.a; +} + void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha) { outcol = texture(colormap, vec2(fac, layer)); |