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Diffstat (limited to 'source/blender/draw/modes/shaders/paint_texture_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl25
1 files changed, 0 insertions, 25 deletions
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index af7ea99e6a1..e8722590802 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -18,31 +18,6 @@ uniform vec3 maskingColor;
uniform bool maskingInvertStencil;
#endif
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308) {
- return (c < 0.0) ? 0.0 : c * 12.92;
- }
- else {
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
- }
-}
-
-vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
-{
- /* By convention image textures return scene linear colors, but
- * overlays still assume srgb. */
- vec4 color = texture(tex, co);
- /* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
- if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
- color.rgb = color.rgb / color.a;
- }
- color.r = linearrgb_to_srgb(color.r);
- color.g = linearrgb_to_srgb(color.g);
- color.b = linearrgb_to_srgb(color.b);
- return color;
-}
-
void main()
{
vec2 uv = uv_interp;