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in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform int tonemapping;
float srgb_to_linearrgb(float c)
{
if (c < 0.04045)
return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
else
return pow((c + 0.055) * (1.0 / 1.055), 2.4);
}
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;
}
void main()
{
ivec2 uv = ivec2(gl_FragCoord.xy);
float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
vec4 stroke_color = texelFetch(strokeColor, uv, 0).rgba;
/* premult alpha factor to remove double blend effects */
if (stroke_color.a > 0) {
stroke_color = vec4(vec3(stroke_color.rgb / stroke_color.a), stroke_color.a);
}
/* apply color correction for render only */
if (tonemapping == 1) {
stroke_color.r = srgb_to_linearrgb(stroke_color.r);
stroke_color.g = srgb_to_linearrgb(stroke_color.g);
stroke_color.b = srgb_to_linearrgb(stroke_color.b);
}
FragColor = clamp(stroke_color, 0.0, 1.0);
gl_FragDepth = clamp(stroke_depth, 0.0, 1.0);
}
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