[Bf-blender-cvs] [19d04ce3496] greasepencil-refactor: GPencil: Refactor: Remove the hardcoded sRGB final transform for viewport
Clément Foucault
noreply at git.blender.org
Tue Feb 11 18:58:50 CET 2020
Commit: 19d04ce349680c14f830a89950852271d1c09fc3
Author: Clément Foucault
Date: Tue Feb 11 18:57:41 2020 +0100
Branches: greasepencil-refactor
https://developer.blender.org/rB19d04ce349680c14f830a89950852271d1c09fc3
GPencil: Refactor: Remove the hardcoded sRGB final transform for viewport
Now viewport and render has the same look and colormanagement applied to it
===================================================================
M source/blender/draw/engines/gpencil/gpencil_engine.c
M source/blender/draw/engines/gpencil/shaders/gpencil_composite_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 5c69a956d75..b646ee5829f 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -275,7 +275,6 @@ void GPENCIL_cache_init(void *ved)
grp = DRW_shgroup_create(sh, psl->composite_ps);
DRW_shgroup_uniform_texture_ref(grp, "colorBuf", &pd->color_tx);
DRW_shgroup_uniform_texture_ref(grp, "revealBuf", &pd->reveal_tx);
- DRW_shgroup_uniform_bool_copy(grp, "doSrgb", txl->render_depth_tx == NULL);
DRW_shgroup_call_procedural_triangles(grp, NULL, 1);
}
{
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_composite_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_composite_frag.glsl
index bc283952322..7ac992e046d 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_composite_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_composite_frag.glsl
@@ -1,7 +1,6 @@
uniform sampler2D colorBuf;
uniform sampler2D revealBuf;
-uniform bool doSrgb;
in vec4 uvcoordsvar;
@@ -9,17 +8,6 @@ in vec4 uvcoordsvar;
layout(location = 0, index = 0) out vec4 fragColor;
layout(location = 0, index = 1) out vec4 fragRevealage;
-/* TODO Remove. */
-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;
- }
-}
-
void main()
{
/* Revealage, how much light passes through. */
@@ -30,12 +18,4 @@ void main()
fragColor.rgb = textureLod(colorBuf, uvcoordsvar.xy, 0.0).rgb;
/* Add the alpha. */
fragColor.a = 1.0 - fragRevealage.a;
-
- if (doSrgb) {
- /* Temporary srgb conversion.
- * TODO do color management / tonemapping here. */
- fragColor.r = linearrgb_to_srgb(fragColor.r);
- fragColor.g = linearrgb_to_srgb(fragColor.g);
- fragColor.b = linearrgb_to_srgb(fragColor.b);
- }
}
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