diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl | 23 |
1 files changed, 13 insertions, 10 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl index 0020d76ed6a..8009713d655 100644 --- a/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/paint_weight_frag.glsl @@ -1,12 +1,12 @@ in vec2 weight_interp; /* (weight, alert) */ +in float color_fac; out vec4 fragColor; uniform float opacity = 1.0; uniform sampler1D colorramp; -uniform bool useAlphaBlend = false; uniform bool drawContours = false; float contours(float value, float steps, float width_px, float max_rel_width, float gradient) @@ -68,6 +68,13 @@ vec4 contour_grid(float weight, float weight_gradient) return grid * clamp((weight_gradient - flt_eps) / flt_eps, 0.0, 1.0); } +vec4 apply_color_fac(vec4 color_in) +{ + vec4 color = color_in; + color.rgb = max(vec3(0.005), color_in.rgb) * color_fac; + return color; +} + void main() { float alert = weight_interp.y; @@ -75,12 +82,13 @@ void main() /* Missing vertex group alert color. Uniform in practice. */ if (alert > 1.1) { - color = colorVertexMissingData; + color = apply_color_fac(colorVertexMissingData); } /* Weights are available */ else { float weight = weight_interp.x; vec4 weight_color = texture(colorramp, weight, 0); + weight_color = apply_color_fac(weight_color); /* Contour display */ if (drawContours) { @@ -93,14 +101,9 @@ void main() } /* Zero weight alert color. Nonlinear blend to reduce impact. */ - color = mix(weight_color, colorVertexUnreferenced, alert * alert); + vec4 color_unreferenced = apply_color_fac(colorVertexUnreferenced); + color = mix(weight_color, color_unreferenced, alert * alert); } - if (useAlphaBlend) { - fragColor = vec4(color.rgb, opacity); - } - else { - /* mix with 1.0 -> is like opacity when using multiply blend mode */ - fragColor = vec4(mix(vec3(1.0), color.rgb, opacity), 1.0); - } + fragColor = vec4(color.rgb, opacity); } |