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Diffstat (limited to 'source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl')
-rw-r--r--source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl38
1 files changed, 38 insertions, 0 deletions
diff --git a/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl b/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl
new file mode 100644
index 00000000000..0edc18836f0
--- /dev/null
+++ b/source/blender/draw/engines/image/shaders/image_engine_color_frag.glsl
@@ -0,0 +1,38 @@
+#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
+
+/* Keep in sync with image_engine.c */
+#define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0)
+#define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1)
+#define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2)
+#define IMAGE_DRAW_FLAG_DEPTH (1 << 3)
+
+#define FAR_DISTANCE farNearDistances.x
+#define NEAR_DISTANCE farNearDistances.y
+
+void main()
+{
+ ivec2 uvs_clamped = ivec2(uv_screen);
+ float depth = texelFetch(depth_texture, uvs_clamped, 0).r;
+ if (depth == 1.0) {
+ discard;
+ }
+
+ vec4 tex_color = texelFetch(imageTexture, uvs_clamped, 0);
+
+ if ((drawFlags & IMAGE_DRAW_FLAG_APPLY_ALPHA) != 0) {
+ if (!imgPremultiplied) {
+ tex_color.rgb *= tex_color.a;
+ }
+ }
+ if ((drawFlags & IMAGE_DRAW_FLAG_DEPTH) != 0) {
+ tex_color = smoothstep(FAR_DISTANCE, NEAR_DISTANCE, tex_color);
+ }
+
+ if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) {
+ tex_color = vec4(dot(tex_color, shuffle));
+ }
+ if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) {
+ tex_color.a = 1.0;
+ }
+ fragColor = tex_color;
+}