#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl) /* Keep in sync with image_engine.c */ #define IMAGE_DRAW_FLAG_SHOW_ALPHA (1 << 0) #define IMAGE_DRAW_FLAG_APPLY_ALPHA (1 << 1) #define IMAGE_DRAW_FLAG_SHUFFLING (1 << 2) #define IMAGE_DRAW_FLAG_DEPTH (1 << 3) #define Z_DEPTH_BORDER 1.0 #define Z_DEPTH_IMAGE 0.75 #define FAR_DISTANCE farNearDistances.x #define NEAR_DISTANCE farNearDistances.y bool is_border(vec2 uv) { return (uv.x < 0.0 || uv.y < 0.0 || uv.x > maxUv.x || uv.y > maxUv.y); } void main() { ivec2 uvs_clamped = ivec2(uv_screen); vec4 tex_color = texelFetch(imageTexture, uvs_clamped, 0); bool border = is_border(uv_image); if (!border) { if ((drawFlags & IMAGE_DRAW_FLAG_APPLY_ALPHA) != 0) { if (!imgPremultiplied) { tex_color.rgb *= tex_color.a; } } if ((drawFlags & IMAGE_DRAW_FLAG_DEPTH) != 0) { tex_color = smoothstep(FAR_DISTANCE, NEAR_DISTANCE, tex_color); } if ((drawFlags & IMAGE_DRAW_FLAG_SHUFFLING) != 0) { tex_color = col * dot(tex_color, shuffle); } if ((drawFlags & IMAGE_DRAW_FLAG_SHOW_ALPHA) == 0) { tex_color.a = 1.0; } } fragColor = tex_color; gl_FragDepth = border ? Z_DEPTH_BORDER : Z_DEPTH_IMAGE; }