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Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl45
1 files changed, 45 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
new file mode 100644
index 00000000000..0983e6c4d87
--- /dev/null
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
@@ -0,0 +1,45 @@
+in vec4 uvcoordsvar;
+
+out vec4 FragColor;
+
+uniform sampler2D strokeColor;
+uniform sampler2D strokeDepth;
+uniform int tonemapping;
+
+float srgb_to_linearrgb(float c)
+{
+ if (c < 0.04045)
+ return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
+ else
+ return pow((c + 0.055) * (1.0 / 1.055), 2.4);
+}
+
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308)
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ else
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+}
+
+void main()
+{
+ ivec2 uv = ivec2(gl_FragCoord.xy);
+ float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
+ vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
+
+ /* premult alpha factor to remove double blend effects */
+ if (stroke_color.a > 0) {
+ stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
+ }
+
+ /* apply color correction for render only */
+ if (tonemapping == 1) {
+ stroke_color.r = srgb_to_linearrgb(stroke_color.r);
+ stroke_color.g = srgb_to_linearrgb(stroke_color.g);
+ stroke_color.b = srgb_to_linearrgb(stroke_color.b);
+ }
+
+ FragColor = stroke_color;
+ gl_FragDepth = stroke_depth;
+}