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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/background_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/background_frag.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/background_frag.glsl b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
index 19313c0415b..6b45b341ca4 100644
--- a/source/blender/draw/engines/overlay/shaders/background_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/background_frag.glsl
@@ -57,13 +57,13 @@ void main()
/* XXX do interpolation in a non-linear space to have a better visual result. */
col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2));
col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2));
- bg_col = mix(col_low, col_high, uvcoordsvar.t);
+ bg_col = mix(col_low, col_high, uvcoordsvar.y);
/* Convert back to linear. */
bg_col = pow(bg_col, vec3(2.2));
/* Dither to hide low precision buffer. (Could be improved) */
bg_col += dither();
break;
- case BG_RADIAL:
+ case BG_RADIAL: {
/* Do interpolation in a non-linear space to have a better visual result. */
col_high = pow(colorBackground.rgb, vec3(1.0 / 2.2));
col_low = pow(colorBackgroundGradient.rgb, vec3(1.0 / 2.2));
@@ -76,12 +76,14 @@ void main()
/* Dither to hide low precision buffer. (Could be improved) */
bg_col += dither();
break;
- case BG_CHECKER:
+ }
+ case BG_CHECKER: {
float size = sizeChecker * sizePixel;
ivec2 p = ivec2(floor(gl_FragCoord.xy / size));
bool check = mod(p.x, 2) == mod(p.y, 2);
bg_col = (check) ? colorCheckerPrimary.rgb : colorCheckerSecondary.rgb;
break;
+ }
case BG_MASK:
fragColor = vec4(vec3(1.0 - alpha), 0.0);
return;