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in vec2 uv_interp;
#ifdef TEXTURE_PAINT_MASK
in vec2 masking_uv_interp;
#endif
out vec4 fragColor;
uniform sampler2D image;
uniform bool imagePremultiplied;
uniform float alpha = 1.0;
uniform bool nearestInterp;
#ifdef TEXTURE_PAINT_MASK
uniform sampler2D maskingImage;
uniform bool maskingImagePremultiplied;
uniform vec3 maskingColor;
uniform bool maskingInvertStencil;
#endif
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;
}
}
vec4 texture_read_as_srgb(sampler2D tex, bool premultiplied, vec2 co)
{
/* By convention image textures return scene linear colors, but
* overlays still assume srgb. */
vec4 color = texture(tex, co);
/* Unpremultiply if stored multiplied, since straight alpha is expected by shaders. */
if (premultiplied && !(color.a == 0.0 || color.a == 1.0)) {
color.rgb = color.rgb / color.a;
}
color.r = linearrgb_to_srgb(color.r);
color.g = linearrgb_to_srgb(color.g);
color.b = linearrgb_to_srgb(color.b);
return color;
}
void main()
{
vec2 uv = uv_interp;
if (nearestInterp) {
vec2 tex_size = vec2(textureSize(image, 0).xy);
uv = (floor(uv_interp * tex_size) + 0.5) / tex_size;
}
vec4 color = texture_read_as_srgb(image, imagePremultiplied, uv);
color.a *= alpha;
#ifdef TEXTURE_PAINT_MASK
vec4 mask = vec4(
texture_read_as_srgb(maskingImage, maskingImagePremultiplied, masking_uv_interp).rgb, 1.0);
if (maskingInvertStencil) {
mask.rgb = 1.0 - mask.rgb;
}
float mask_step = smoothstep(0, 3.0, mask.r + mask.g + mask.b);
mask.rgb *= maskingColor;
color = mix(color, mask, mask_step);
#endif
fragColor = color;
}
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