diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl new file mode 100644 index 00000000000..5e5edbd8325 --- /dev/null +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_rim_resolve_frag.glsl @@ -0,0 +1,101 @@ +/* ******************************************************************* */ +/* Resolve RIM pass and add blur if needed */ +/* ******************************************************************* */ +uniform sampler2D strokeColor; +uniform sampler2D strokeDepth; +uniform sampler2D strokeRim; + +uniform vec3 mask_color; +uniform int mode; + +out vec4 FragColor; + +#define MODE_NORMAL 0 +#define MODE_OVERLAY 1 +#define MODE_ADD 2 +#define MODE_SUB 3 +#define MODE_MULTIPLY 4 +#define MODE_DIVIDE 5 + +float overlay_color(float a, float b) +{ + float rtn; + if (a < 0.5) { + rtn = 2.0 * a * b; + } + else { + rtn = 1.0 - 2.0 * (1.0 - a) * (1.0 - b); + } + + return rtn; +} + +vec4 get_blend_color(int mode, vec4 src_color, vec4 mix_color) +{ + vec4 outcolor; + if (mode == MODE_NORMAL) { + outcolor = mix_color; + } + else if (mode == MODE_OVERLAY) { + outcolor.r = overlay_color(src_color.r, mix_color.r); + outcolor.g = overlay_color(src_color.g, mix_color.g); + outcolor.b = overlay_color(src_color.b, mix_color.b); + } + else if (mode == MODE_ADD){ + outcolor = src_color + mix_color; + } + else if (mode == MODE_SUB){ + outcolor = src_color - mix_color; + } + else if (mode == MODE_MULTIPLY) { + outcolor = src_color * mix_color; + } + else if (mode == MODE_DIVIDE) { + outcolor = src_color / mix_color; + } + else { + outcolor = mix_color; + } + + /* use always the alpha of source color */ + + outcolor.a = src_color.a; + /* use alpha to calculate the weight of the mixed color */ + outcolor = mix(src_color, outcolor, mix_color.a); + + return outcolor; +} + +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); + vec4 rim_pixel= texelFetch(strokeRim, uv.xy, 0); + + vec4 outcolor = src_pixel; + + /* is transparent */ + if (src_pixel.a == 0.0f) { + discard; + } + /* pixel is equal to mask color, keep */ + else if (src_pixel.rgb == mask_color.rgb) { + outcolor = src_pixel; + } + else { + if (rim_pixel.a == 0.0f) { + outcolor = src_pixel; + } + else { + outcolor = get_blend_color(mode, src_pixel, rim_pixel); + } + } + + gl_FragDepth = stroke_depth; + FragColor = outcolor; +} + + + |