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#pragma BLENDER_REQUIRE(common_colormanagement_lib.glsl)
uniform sampler2D imgTexture;
uniform bool imgPremultiplied;
uniform bool imgAlphaBlend;
uniform vec4 color;
in vec2 uvs;
out vec4 fragColor;
void main()
{
vec2 uvs_clamped = clamp(uvs, 0.0, 1.0);
vec4 tex_color;
tex_color = texture_read_as_linearrgb(imgTexture, imgPremultiplied, uvs_clamped);
fragColor = tex_color * color;
if (!imgAlphaBlend) {
/* Arbitrary discard anything below 5% opacity.
* Note that this could be exposed to the User. */
if (tex_color.a < 0.05) {
discard;
}
else {
fragColor.a = 1.0;
}
}
/* Pre-multiplied blending. */
fragColor.rgb *= fragColor.a;
}
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