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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl293
1 files changed, 0 insertions, 293 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl
deleted file mode 100644
index 157a6a27c15..00000000000
--- a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl
+++ /dev/null
@@ -1,293 +0,0 @@
-#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl)
-
-void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 + col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 * col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1);
- outcol.a = col1.a;
-}
-
-void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- if (outcol.r < 0.5) {
- outcol.r *= facm + 2.0 * fac * col2.r;
- }
- else {
- outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r);
- }
-
- if (outcol.g < 0.5) {
- outcol.g *= facm + 2.0 * fac * col2.g;
- }
- else {
- outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g);
- }
-
- if (outcol.b < 0.5) {
- outcol.b *= facm + 2.0 * fac * col2.b;
- }
- else {
- outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b);
- }
-}
-
-void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 - col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- if (col2.r != 0.0) {
- outcol.r = facm * outcol.r + fac * outcol.r / col2.r;
- }
- if (col2.g != 0.0) {
- outcol.g = facm * outcol.g + fac * outcol.g / col2.g;
- }
- if (col2.b != 0.0) {
- outcol.b = facm * outcol.b + fac * outcol.b / col2.b;
- }
-}
-
-void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, abs(col1 - col2), fac);
- outcol.a = col1.a;
-}
-
-void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol.rgb = mix(col1.rgb, min(col1.rgb, col2.rgb), fac);
- outcol.a = col1.a;
-}
-
-void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol.rgb = mix(col1.rgb, max(col1.rgb, col2.rgb), fac);
- outcol.a = col1.a;
-}
-
-void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = col1;
-
- if (outcol.r != 0.0) {
- float tmp = 1.0 - fac * col2.r;
- if (tmp <= 0.0) {
- outcol.r = 1.0;
- }
- else if ((tmp = outcol.r / tmp) > 1.0) {
- outcol.r = 1.0;
- }
- else {
- outcol.r = tmp;
- }
- }
- if (outcol.g != 0.0) {
- float tmp = 1.0 - fac * col2.g;
- if (tmp <= 0.0) {
- outcol.g = 1.0;
- }
- else if ((tmp = outcol.g / tmp) > 1.0) {
- outcol.g = 1.0;
- }
- else {
- outcol.g = tmp;
- }
- }
- if (outcol.b != 0.0) {
- float tmp = 1.0 - fac * col2.b;
- if (tmp <= 0.0) {
- outcol.b = 1.0;
- }
- else if ((tmp = outcol.b / tmp) > 1.0) {
- outcol.b = 1.0;
- }
- else {
- outcol.b = tmp;
- }
- }
-}
-
-void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float tmp, facm = 1.0 - fac;
-
- outcol = col1;
-
- tmp = facm + fac * col2.r;
- if (tmp <= 0.0) {
- outcol.r = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) {
- outcol.r = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.r = 1.0;
- }
- else {
- outcol.r = tmp;
- }
-
- tmp = facm + fac * col2.g;
- if (tmp <= 0.0) {
- outcol.g = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) {
- outcol.g = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.g = 1.0;
- }
- else {
- outcol.g = tmp;
- }
-
- tmp = facm + fac * col2.b;
- if (tmp <= 0.0) {
- outcol.b = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) {
- outcol.b = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.b = 1.0;
- }
- else {
- outcol.b = tmp;
- }
-}
-
-void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2, tmp;
- rgb_to_hsv(col2, hsv2);
-
- if (hsv2.y != 0.0) {
- rgb_to_hsv(outcol, hsv);
- hsv.x = hsv2.x;
- hsv_to_rgb(hsv, tmp);
-
- outcol = mix(outcol, tmp, fac);
- outcol.a = col1.a;
- }
-}
-
-void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2;
- rgb_to_hsv(outcol, hsv);
-
- if (hsv.y != 0.0) {
- rgb_to_hsv(col2, hsv2);
-
- hsv.y = facm * hsv.y + fac * hsv2.y;
- hsv_to_rgb(hsv, outcol);
- }
-}
-
-void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- vec4 hsv, hsv2;
- rgb_to_hsv(col1, hsv);
- rgb_to_hsv(col2, hsv2);
-
- hsv.z = facm * hsv.z + fac * hsv2.z;
- hsv_to_rgb(hsv, outcol);
-}
-
-void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2, tmp;
- rgb_to_hsv(col2, hsv2);
-
- if (hsv2.y != 0.0) {
- rgb_to_hsv(outcol, hsv);
- hsv.x = hsv2.x;
- hsv.y = hsv2.y;
- hsv_to_rgb(hsv, tmp);
-
- outcol = mix(outcol, tmp, fac);
- outcol.a = col1.a;
- }
-}
-
-void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- vec4 one = vec4(1.0);
- vec4 scr = one - (one - col2) * (one - col1);
- outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr);
-}
-
-void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
-
- outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
-}
-
-void clamp_color(vec3 vec, vec3 min, vec3 max, out vec3 out_vec)
-{
- out_vec = clamp(vec, min, max);
-}