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authorClément Foucault <foucault.clem@gmail.com>2018-11-17 20:20:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-11-17 20:20:10 +0300
commit65fa5a19261d90a7fe29ebbcaa80dab56ca373df (patch)
tree6b3eac3d9e444998786dba365f661946542c7597 /source/blender/gpu/shaders
parent68b670698fc791e15379b68f508f7b69bb19d2e2 (diff)
Eevee: Optimize Color Ramp node for common cases.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl13
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 0d54f7fa69d..6c7c8f24f51 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -802,6 +802,19 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
}
+void valtorgb_opti_constant(float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ outcol = (fac > edge) ? color2 : color1;
+ outalpha = outcol.a;
+}
+
+void valtorgb_opti_linear(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);
+ 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));