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uniform int color_type;
uniform sampler2D myTexture;
uniform bool myTexturePremultiplied;
uniform float gradient_f;
uniform vec4 colormix;
uniform float mix_stroke_factor;
uniform int shading_type[2];
in vec4 mColor;
in vec2 mTexCoord;
in vec2 uvfac;
out vec4 fragColor;
#define texture2D texture
/* keep this list synchronized with list in gpencil_engine.h */
#define GPENCIL_COLOR_SOLID 0
#define GPENCIL_COLOR_TEXTURE 1
#define GPENCIL_COLOR_PATTERN 2
#define ENDCAP 1.0
#define OB_SOLID 3
#define V3D_SHADING_TEXTURE_COLOR 3
bool no_texture = (shading_type[0] == OB_SOLID) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR);
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
* grease pencil still works in 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()
{
vec4 tColor = vec4(mColor);
/* if uvfac[1] == 1, then encap */
if (uvfac[1] == ENDCAP) {
vec2 center = vec2(uvfac[0], 0.5);
float dist = length(mTexCoord - center);
if (dist > 0.50) {
discard;
}
}
if ((color_type == GPENCIL_COLOR_SOLID) || (no_texture)) {
fragColor = tColor;
}
/* texture for endcaps */
vec4 text_color;
if (uvfac[1] == ENDCAP) {
text_color = texture_read_as_srgb(
myTexture, myTexturePremultiplied, vec2(mTexCoord.x, mTexCoord.y));
}
else {
text_color = texture_read_as_srgb(myTexture, myTexturePremultiplied, mTexCoord);
}
/* texture */
if ((color_type == GPENCIL_COLOR_TEXTURE) && (!no_texture)) {
if (mix_stroke_factor > 0.0) {
fragColor.rgb = mix(text_color.rgb, colormix.rgb, mix_stroke_factor);
fragColor.a = text_color.a;
}
else {
fragColor = text_color;
}
/* mult both alpha factor to use strength factor */
fragColor.a = min(fragColor.a * tColor.a, fragColor.a);
}
/* pattern */
if ((color_type == GPENCIL_COLOR_PATTERN) && (!no_texture)) {
fragColor = tColor;
/* mult both alpha factor to use strength factor with color alpha limit */
fragColor.a = min(text_color.a * tColor.a, tColor.a);
}
/* gradient */
/* keep this disabled while the line glitch bug exists
if (gradient_f < 1.0) {
float d = abs(mTexCoord.y - 0.5) * (1.1 - gradient_f);
float alpha = 1.0 - clamp((fragColor.a - (d * 2.0)), 0.03, 1.0);
fragColor.a = smoothstep(fragColor.a, 0.0, alpha);
}
*/
if (fragColor.a < 0.0035) {
discard;
}
}
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