diff options
Diffstat (limited to 'source/blender/draw/modes/shaders/paint_texture_frag.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/paint_texture_frag.glsl | 25 |
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; |