[Bf-blender-cvs] [f938ff10108] blender2.8: Workbench: Dither background color/gradient
Jeroen Bakker
noreply at git.blender.org
Wed Apr 25 11:31:09 CEST 2018
Commit: f938ff1010851c511f7525f4c3378f86b4e25a55
Author: Jeroen Bakker
Date: Wed Apr 25 11:30:38 2018 +0200
Branches: blender2.8
https://developer.blender.org/rBf938ff1010851c511f7525f4c3378f86b4e25a55
Workbench: Dither background color/gradient
===================================================================
M source/blender/draw/CMakeLists.txt
M source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
A source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
M source/blender/draw/engines/workbench/workbench_materials.c
===================================================================
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index f0687b543b2..6ee2acecbb4 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -212,6 +212,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
+data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
index fb8c8fb95e4..fda2fc85460 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_background_lib.glsl
@@ -1,3 +1,3 @@
vec3 background_color(WorldData world_data, float y) {
- return mix(world_data.background_color_low, world_data.background_color_high, y).xyz;
+ return mix(world_data.background_color_low, world_data.background_color_high, y).xyz + bayer_dither_noise();
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
new file mode 100644
index 00000000000..fbe4f556b30
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -0,0 +1,14 @@
+/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
+#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
+const vec4 dither_mat4x4[4] = vec4[4](
+ vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0))
+);
+
+float bayer_dither_noise() {
+ ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
+ ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
+ return dither_mat4x4[tx1.x][tx1.y];
+}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 388720ba8ec..90d224d70da 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -48,6 +48,7 @@ extern char datatoc_workbench_prepass_frag_glsl[];
extern char datatoc_workbench_composite_frag_glsl[];
extern char datatoc_workbench_background_lib_glsl[];
+extern char datatoc_workbench_common_lib_glsl[];
extern char datatoc_workbench_data_lib_glsl[];
extern char datatoc_workbench_object_overlap_lib_glsl[];
extern char datatoc_workbench_world_light_lib_glsl[];
@@ -82,6 +83,7 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
DynStr *ds = BLI_dynstr_new();
BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
+ BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
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