diff options
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.glsl | 86 |
1 files changed, 86 insertions, 0 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 new file mode 100644 index 00000000000..33b249ac09b --- /dev/null +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_colorize_frag.glsl @@ -0,0 +1,86 @@ +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_BITONE 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_BITONE: + { + 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; +} |