diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl index 0f670532349..b1368f90846 100644 --- a/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl +++ b/source/blender/draw/engines/gpencil/shaders/gpencil_common_lib.glsl @@ -101,23 +101,23 @@ void blend_mode_output( { switch (blend_mode) { case MODE_REGULAR: - /* Reminder: Blending func is premult alpha blend (dst.rgba * (1 - src.a) + src.rgb).*/ + /* Reminder: Blending func is premult alpha blend (dst.rgba * (1 - src.a) + src.rgb). */ color *= opacity; frag_color = color; frag_revealage = vec4(0.0, 0.0, 0.0, color.a); break; case MODE_MULTIPLY: - /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/ + /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */ color.a *= opacity; frag_revealage = frag_color = (1.0 - color.a) + color.a * color; break; case MODE_DIVIDE: - /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/ + /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */ color.a *= opacity; frag_revealage = frag_color = clamp(1.0 / max(vec4(1e-6), 1.0 - color * color.a), 0.0, 1e18); break; case MODE_HARDLIGHT: - /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba).*/ + /* Reminder: Blending func is multiply blend (dst.rgba * src.rgba). */ /** * We need to separate the overlay equation into 2 term (one mul and one add). * This is the standard overlay equation (per channel): @@ -135,14 +135,14 @@ void blend_mode_output( frag_revealage = max(vec4(0.0), frag_revealage); break; case MODE_HARDLIGHT_SECOND_PASS: - /* Reminder: Blending func is additive blend (dst.rgba + src.rgba).*/ + /* Reminder: Blending func is additive blend (dst.rgba + src.rgba). */ color = mix(vec4(0.5), color, color.a * opacity); frag_revealage = frag_color = (-1.0 + 2.0 * color) * step(-0.5, -color); frag_revealage = max(vec4(0.0), frag_revealage); break; case MODE_SUB: case MODE_ADD: - /* Reminder: Blending func is additive / subtractive blend (dst.rgba +/- src.rgba).*/ + /* Reminder: Blending func is additive / subtractive blend (dst.rgba +/- src.rgba). */ frag_color = color * color.a * opacity; frag_revealage = vec4(0.0); break; @@ -347,7 +347,7 @@ float stroke_thickness_modulate(float thickness) float clamp_small_stroke_thickness(float thickness) { /* To avoid aliasing artifacts, we clamp the line thickness and - * reduce its opacity in the fragment shader.*/ + * reduce its opacity in the fragment shader. */ float min_thickness = gl_Position.w * 1.3; thickness = max(min_thickness, thickness); |