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author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-10 17:16:09 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-10 17:16:35 +0300 |
commit | 767386736070cfe7294e217f3734c1e7b736f4ae (patch) | |
tree | e11c348a370e943c4d77c3a10a65cee3a3469c7b /source/blender/nodes | |
parent | 2cbffc8e4088d0d6a88fe90d1095cc90d2fa2b61 (diff) |
GPUMaterial: Fix color ramp node with constant interpolation
Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
Diffstat (limited to 'source/blender/nodes')
-rw-r--r-- | source/blender/nodes/shader/nodes/node_shader_valToRgb.c | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c index 00940b5acaf..5f583e1e29b 100644 --- a/source/blender/nodes/shader/nodes/node_shader_valToRgb.c +++ b/source/blender/nodes/shader/nodes/node_shader_valToRgb.c @@ -65,12 +65,19 @@ static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node) static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out) { + struct ColorBand *coba = node->storage; float *array, layer; int size; - BKE_colorband_evaluate_table_rgba(node->storage, &array, &size); + BKE_colorband_evaluate_table_rgba(coba, &array, &size); GPUNodeLink *tex = GPU_texture_ramp(mat, size, array, &layer); - return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer)); + + if (coba->ipotype == COLBAND_INTERP_CONSTANT) { + return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_uniform(&layer)); + } + else { + return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer)); + } } void register_node_type_sh_valtorgb(void) |