[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);
-  }
 }



More information about the Bf-blender-cvs mailing list