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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl82
1 files changed, 0 insertions, 82 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
deleted file mode 100644
index 52f42d30d06..00000000000
--- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-uniform sampler2D strokeColor;
-uniform sampler2D strokeDepth;
-
-uniform vec4 low_color;
-uniform vec4 high_color;
-uniform int mode;
-uniform float factor;
-
-out vec4 FragColor;
-
-#define MODE_GRAYSCALE 0
-#define MODE_SEPIA 1
-#define MODE_DUOTONE 2
-#define MODE_CUSTOM 3
-#define MODE_TRANSPARENT 4
-
-float get_luminance(vec4 color)
-{
- float lum = (color.r * 0.2126) + (color.g * 0.7152) + (color.b * 0.723);
- return lum;
-}
-
-void main()
-{
- ivec2 uv = ivec2(gl_FragCoord.xy);
-
- float stroke_depth = texelFetch(strokeDepth, uv.xy, 0).r;
- vec4 src_pixel = texelFetch(strokeColor, uv.xy, 0);
- float luminance = get_luminance(src_pixel);
- vec4 outcolor;
-
- /* is transparent */
- if (src_pixel.a == 0.0f) {
- discard;
- }
-
- switch (mode) {
- case MODE_GRAYSCALE: {
- outcolor = vec4(luminance, luminance, luminance, src_pixel.a);
- break;
- }
- case MODE_SEPIA: {
- float Red = (src_pixel.r * 0.393) + (src_pixel.g * 0.769) + (src_pixel.b * 0.189);
- float Green = (src_pixel.r * 0.349) + (src_pixel.g * 0.686) + (src_pixel.b * 0.168);
- float Blue = (src_pixel.r * 0.272) + (src_pixel.g * 0.534) + (src_pixel.b * 0.131);
- outcolor = vec4(Red, Green, Blue, src_pixel.a);
- break;
- }
- case MODE_DUOTONE: {
- if (luminance <= factor) {
- outcolor = low_color;
- }
- else {
- outcolor = high_color;
- }
- break;
- }
- case MODE_CUSTOM: {
- /* if below umbral, force custom color */
- if (luminance <= factor) {
- outcolor = low_color;
- }
- else {
- outcolor = vec4(luminance * low_color.r,
- luminance * low_color.b,
- luminance * low_color.b,
- src_pixel.a);
- }
- break;
- }
- case MODE_TRANSPARENT: {
- outcolor = vec4(src_pixel.rgb, src_pixel.a * factor);
- break;
- }
- default: {
- outcolor = src_pixel;
- }
- }
-
- gl_FragDepth = stroke_depth;
- FragColor = outcolor;
-}