diff options
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.glsl | 86 |
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; + } +} |