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#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)
uniform sampler2D imageTexture;
uniform bool imgPremultiplied;
uniform int drawFlags;
uniform vec2 farNearDistances;
uniform vec4 color;
uniform vec4 shuffle;
/* Maximum UV range.
* Negative UV coordinates and UV coordinates beyond maxUV would draw a border. */
uniform vec2 maxUv;
#define FAR_DISTANCE farNearDistances.x
#define NEAR_DISTANCE farNearDistances.y
#define Z_DEPTH_BORDER 1.0
#define Z_DEPTH_IMAGE 0.75
in vec2 uv_screen;
in vec2 uv_image;
out vec4 fragColor;
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 = color * 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;
}
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