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in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform float alpha;
uniform bool imagePremultiplied;
void main()
{
#ifdef DRW_STATE_DO_COLOR_MANAGEMENT
/* render engine has already applied the view transform. We sample the
* camera images as srgb*/
vec4 color = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
#else
/* Render engine renders in linearrgb. We sample the camera images as
* linearrgb */
vec4 color = texture_read_as_linearrgb(image, imagePremultiplied, texCoord_interp);
#endif
color.a *= alpha;
color.rgb *= color.a;
fragColor = color;
}
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