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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl86
1 files changed, 86 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl
new file mode 100644
index 00000000000..b25dcae9fca
--- /dev/null
+++ b/source/blender/draw/engines/overlay/shaders/overlay_background_frag.glsl
@@ -0,0 +1,86 @@
+
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
+#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
+const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
+
+float dither(void)
+{
+ ivec2 co = ivec2(gl_FragCoord.xy) % 4;
+ return dither_mat4x4[co.x][co.y];
+}
+
+void main()
+{
+ /* The blend equation is:
+ * resutl.rgb = SRC.rgb * (1 - DST.a) + DST.rgb * (SRC.a)
+ * result.a = SRC.a * 0 + DST.a * SRC.a
+ * This removes the alpha channel and put the background behind reference images
+ * while masking the reference images by the render alpha.
+ */
+ float alpha = texture(colorBuffer, uvcoordsvar.xy).a;
+ float depth = texture(depthBuffer, uvcoordsvar.xy).r;
+
+ vec3 bg_col;
+ vec3 col_high;
+ vec3 col_low;
+
+ /* BG_SOLID_CHECKER selects BG_SOLID when no pixel has been drawn otherwise use the BG_CHERKER.
+ */
+ int bg_type = bgType == BG_SOLID_CHECKER ? (depth == 1.0 ? BG_SOLID : BG_CHECKER) : bgType;
+
+ switch (bg_type) {
+ case BG_SOLID:
+ bg_col = colorBackground.rgb;
+ break;
+ case BG_GRADIENT:
+ /* 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.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: {
+ /* 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));
+
+ vec2 uv_n = uvcoordsvar.xy - 0.5;
+ bg_col = mix(col_high, col_low, length(uv_n) * M_SQRT2);
+
+ /* 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_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;
+ }
+
+ bg_col = mix(bg_col, colorOverride.rgb, colorOverride.a);
+
+ /* Mimic alpha under behavior. Result is premultiplied. */
+ fragColor = vec4(bg_col, 1.0) * (1.0 - alpha);
+
+ /* Special case: If the render is not transparent, do not clear alpha values. */
+ if (depth == 1.0 && alpha == 1.0) {
+ fragColor.a = 1.0;
+ }
+}