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authorClément Foucault <foucault.clem@gmail.com>2020-02-25 15:58:28 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-25 15:58:28 +0300
commit190fd795a9245ee6a45d8feacc4c790b68d8232b (patch)
tree2b97c60b94e3b849613f9a01e15dce9ac798d21c /source/blender/gpu
parent7bc893c8279457ef32eb4a0d4e98fe40de5afdf1 (diff)
Overlay: Fix overlays being washed out by render colors
Clamping here might be a bit too much if output is expected to be HDR. But we don't support HDR atm so clamping is fine.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl1
1 files changed, 1 insertions, 0 deletions
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
index e8323520af5..73f40c693ae 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
@@ -33,6 +33,7 @@ void main()
vec4 overlay_col = texture(overlays_texture, texCoord_interp.st);
+ fragColor = clamp(fragColor, 0.0, 1.0);
fragColor *= 1.0 - overlay_col.a;
fragColor += overlay_col;