diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-02-11 17:18:55 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-02-11 17:19:04 +0300 |
commit | 804e90b42d728ecb1073af8d0bae15a91b13a469 (patch) | |
tree | 309de25d99c92286b10c9d27e547fd43a69299c1 /source/blender/gpu/shaders | |
parent | 58cdab8b9759dd59b55895f2f76b9624addbb324 (diff) |
DRW: Color Management improvement
Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl | 33 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl | 42 |
2 files changed, 42 insertions, 33 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl deleted file mode 100644 index e6acdd446d3..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl +++ /dev/null @@ -1,33 +0,0 @@ - -/* Display a linear image texture into sRGB space */ - -uniform sampler2D image; - -in vec2 texCoord_interp; - -out vec4 fragColor; - -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; - } -} - -void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) -{ - col_to.r = linearrgb_to_srgb(col_from.r); - col_to.g = linearrgb_to_srgb(col_from.g); - col_to.b = linearrgb_to_srgb(col_from.b); - col_to.a = col_from.a; -} - -void main() -{ - fragColor = texture(image, texCoord_interp.st); - - linearrgb_to_srgb(fragColor, fragColor); -} diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl new file mode 100644 index 00000000000..e8323520af5 --- /dev/null +++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl @@ -0,0 +1,42 @@ + +/* Merge overlays texture on top of image texture and transform to display space (assume sRGB) */ + +uniform sampler2D image_texture; +uniform sampler2D overlays_texture; +uniform bool display_transform; + +in vec2 texCoord_interp; + +out vec4 fragColor; + +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; + } +} + +void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) +{ + col_to.r = linearrgb_to_srgb(col_from.r); + col_to.g = linearrgb_to_srgb(col_from.g); + col_to.b = linearrgb_to_srgb(col_from.b); + col_to.a = col_from.a; +} + +void main() +{ + fragColor = texture(image_texture, texCoord_interp.st); + + vec4 overlay_col = texture(overlays_texture, texCoord_interp.st); + + fragColor *= 1.0 - overlay_col.a; + fragColor += overlay_col; + + if (display_transform) { + linearrgb_to_srgb(fragColor, fragColor); + } +} |