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Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl30
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c9
5 files changed, 12 insertions, 36 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index c76ad8c1d7b..96f8f6e4c7a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -140,32 +140,18 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
return matcap_uv * 0.496 + 0.5;
}
-float srgb_to_linearrgb(float c)
-{
- if (c < 0.04045) {
- return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
- }
- else {
- return pow((c + 0.055) * (1.0 / 1.055), 2.4);
- }
-}
-
-vec4 srgb_to_linearrgb(vec4 col_from)
-{
- vec4 col_to;
- col_to.r = srgb_to_linearrgb(col_from.r);
- col_to.g = srgb_to_linearrgb(col_from.g);
- col_to.b = srgb_to_linearrgb(col_from.b);
- col_to.a = col_from.a;
- return col_to;
-}
-
-vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool srgb, bool nearest_sampling)
+vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool nearest_sampling)
{
vec2 tex_size = vec2(textureSize(image, 0).xy);
/* TODO(fclem) We could do the same with sampler objects.
* But this is a quick workaround instead of messing with the GPUTexture itself. */
vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord;
vec4 color = texture(image, uv);
- return (srgb) ? srgb_to_linearrgb(color) : color;
+
+ /* Unpremultiply, ideally shaders would be added so this is not needed. */
+ if (!(color.a == 0.0 || color.a == 1.0)) {
+ color.rgb = color.rgb / color.a;
+ }
+
+ return color;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 32243787401..51bce639b63 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -1,7 +1,6 @@
uniform float ImageTransparencyCutoff = 0.1;
uniform sampler2D image;
-uniform bool imageSrgb;
uniform bool imageNearest;
uniform float alpha = 0.5;
@@ -44,7 +43,7 @@ void main()
vec4 diffuse_color;
#if defined(V3D_SHADING_TEXTURE_COLOR)
- diffuse_color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
+ diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest);
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 2596fc4cf88..af9f1d14f4a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -6,7 +6,6 @@ uniform float materialRoughness;
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
-uniform bool imageSrgb;
uniform bool imageNearest;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
@@ -41,7 +40,7 @@ void main()
vec4 color;
# if defined(V3D_SHADING_TEXTURE_COLOR)
- color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
+ color = workbench_sample_texture(image, uv_interp, imageNearest);
if (color.a < ImageTransparencyCutoff) {
discard;
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 25f95f0d4bc..13bd6fe9e4d 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -202,8 +202,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh,
psl->object_outline_pass);
- GPUTexture *tex = GPU_texture_from_blender(
- material->ima, material->iuser, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index c403e358d6a..b280b6fd01a 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -294,15 +294,8 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
V3D_SHADING_TEXTURE_COLOR) {
- ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL);
- const bool do_color_correction = wpd->use_color_management &&
- (ibuf &&
- (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0);
- BKE_image_release_ibuf(material->ima, ibuf, NULL);
- GPUTexture *tex = GPU_texture_from_blender(
- material->ima, material->iuser, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
- DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction);
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
}
else {