diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/background_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/background_frag.glsl | 8 |
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; |