[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11660] branches/soc-2007-maike/release/ glsl: Area energy code cleanup and little hack to correct colorband burn blend function

Miguel Torres Lima torreslima at gmail.com
Sat Aug 18 18:24:10 CEST 2007


Revision: 11660
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11660
Author:   maike
Date:     2007-08-18 18:24:10 +0200 (Sat, 18 Aug 2007)

Log Message:
-----------
Area energy code cleanup and little hack to correct colorband burn blend function

Modified Paths:
--------------
    branches/soc-2007-maike/release/glsl/area_energy.gsl
    branches/soc-2007-maike/release/glsl/colorband_blend_burn.gsl

Modified: branches/soc-2007-maike/release/glsl/area_energy.gsl
===================================================================
--- branches/soc-2007-maike/release/glsl/area_energy.gsl	2007-08-18 16:08:46 UTC (rev 11659)
+++ branches/soc-2007-maike/release/glsl/area_energy.gsl	2007-08-18 16:24:10 UTC (rev 11660)
@@ -35,7 +35,6 @@
 
 	powfac = -fac * l.areasize;
 	
-	if(powfac <= 0.0) return(0.0);
-	fac = max(pow(powfac, l.k), 0.0);
+	fac = max(pow(max(powfac, 0.0), l.k), 0.0);
     	return(fac);
 }
\ No newline at end of file

Modified: branches/soc-2007-maike/release/glsl/colorband_blend_burn.gsl
===================================================================
--- branches/soc-2007-maike/release/glsl/colorband_blend_burn.gsl	2007-08-18 16:08:46 UTC (rev 11659)
+++ branches/soc-2007-maike/release/glsl/colorband_blend_burn.gsl	2007-08-18 16:24:10 UTC (rev 11660)
@@ -1,6 +1,6 @@
 vec3 colorband_blend_burn(vec3 shader, vec3 colband, float fac)
 {
-  float facm = 1.0 - fac;
+  float facm = 1.0 - fac + 0.0000001;
   vec3 color = colband;
   
   float tmp = facm + fac * shader.r;
@@ -10,7 +10,6 @@
     color.r = 0.0;
   else{
     tmp = 1.0 - (1.0 - colband.r) / tmp;
-  
     color.r = clamp(tmp, 0.0, 1.0);
   }
 
@@ -20,12 +19,7 @@
     color.g = 0.0;
   else{
     tmp = 1.0 - (1.0 - colband.g) / tmp;
-
-    if(tmp < 0.0)
-      color.g = 0.0;
-    else if(tmp > 1.0)
-      color.g = 1.0;
-    else color.g = tmp;
+    color.g = clamp(tmp, 0.0, 1.0);
   }
 
   tmp = facm + fac * shader.b;
@@ -34,12 +28,7 @@
     color.b = 0.0;
   else{
     tmp = 1.0 - (1.0 - colband.b) / tmp;
-
-    if(tmp < 0.0)
-      color.b = 0.0;
-    else if(tmp > 1.0)
-      color.b = 1.0;
-    else color.b = tmp;
+    color.b = clamp(tmp, 0.0, 1.0);
   }
 
   return color;





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