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in vec4 uvcoordsvar;
out vec4 FragColor;
uniform sampler2D strokeColor;
uniform sampler2D strokeDepth;
uniform int tonemapping;
uniform vec4 select_color;
uniform int do_select;
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;
}
}
bool check_borders(ivec2 uv, int size)
{
for (int x = -size; x <= size; x++) {
for (int y = -size; y <= size; y++) {
vec4 stroke_color = texelFetch(strokeColor, ivec2(uv.x + x, uv.y + y), 0).rgba;
if (stroke_color.a > 0) {
return true;
}
}
}
return false;
}
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);
if (do_select == 1) {
if (stroke_color.a == 0) {
if (check_borders(uv, 2)) {
FragColor = select_color;
gl_FragDepth = 0.000001;
/* Dirty fix waiting for new GPencil engine. */
FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
}
}
}
}
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