[Bf-blender-cvs] [6b242324745] greasepencil-refactor: GPencil: Refactor: Fix blend modes broken
Clément Foucault
noreply at git.blender.org
Tue Feb 11 17:18:37 CET 2020
Commit: 6b24232474574fcceae243017c03f0842c652dce
Author: Clément Foucault
Date: Tue Feb 11 17:18:26 2020 +0100
Branches: greasepencil-refactor
https://developer.blender.org/rB6b24232474574fcceae243017c03f0842c652dce
GPencil: Refactor: Fix blend modes broken
===================================================================
M source/blender/draw/engines/gpencil/gpencil_engine.c
M source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 17a0ca25892..5c69a956d75 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -880,7 +880,8 @@ static void gpencil_draw_mask(GPENCIL_Data *vedata, GPENCIL_tObject *ob, GPENCIL
DRW_draw_pass(mask_layer->geom_ps);
}
- if (inverted) {
+ if (!inverted) {
+ /* Blend shader expect an opacity mask not a reavealage buffer. */
DRW_draw_pass(psl->mask_invert_ps);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
index 019e55ec0cd..6fbc7f47dac 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_layer_blend_frag.glsl
@@ -2,7 +2,6 @@
uniform sampler2D colorBuf;
uniform sampler2D revealBuf;
uniform sampler2D maskBuf;
-uniform bool maskInvert;
uniform int blendMode;
uniform float blendOpacity;
@@ -22,7 +21,7 @@ void main()
/* Stroke only render mono-chromatic revealage. We convert to alpha. */
color.a = 1.0 - textureLod(revealBuf, uvcoordsvar.xy, 0).r;
- float mask = 1.0 - textureLod(maskBuf, uvcoordsvar.xy, 0).r;
+ float mask = textureLod(maskBuf, uvcoordsvar.xy, 0).r;
mask *= blendOpacity;
fragColor = vec4(1.0, 0.0, 1.0, 1.0);
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