GPUMaterial: Fix color ramp node with constant interpolation
Color ramp with constant interpolation must bypass texture filtering and use nearest neighboor sampling in order to appear correctly sharp. This patch use a GLSL hack to use nearest sampling on thoses particular color band.
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@ -818,6 +818,12 @@ void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol,
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outalpha = outcol.a;
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}
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void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
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{
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outcol = texelFetch(colormap, ivec2(fac * textureSize(colormap, 0).x, layer), 0);
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outalpha = outcol.a;
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}
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void rgbtobw(vec4 color, out float outval)
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{
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vec3 factors = vec3(0.2126, 0.7152, 0.0722);
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@ -65,12 +65,19 @@ static void node_shader_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
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static int gpu_shader_valtorgb(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
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{
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struct ColorBand *coba = node->storage;
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float *array, layer;
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int size;
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BKE_colorband_evaluate_table_rgba(node->storage, &array, &size);
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BKE_colorband_evaluate_table_rgba(coba, &array, &size);
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GPUNodeLink *tex = GPU_texture_ramp(mat, size, array, &layer);
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return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer));
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if (coba->ipotype == COLBAND_INTERP_CONSTANT) {
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return GPU_stack_link(mat, node, "valtorgb_nearest", in, out, tex, GPU_uniform(&layer));
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}
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else {
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return GPU_stack_link(mat, node, "valtorgb", in, out, tex, GPU_uniform(&layer));
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}
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}
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void register_node_type_sh_valtorgb(void)
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