GPencil: Fix colormanagement broken by recent refactor
This is a quick fix that should work until the GPencil refactor lands.
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@ -343,12 +343,12 @@ static void set_wireframe_color(Object *ob,
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color[1] = world->horg;
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color[2] = world->horb;
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color[3] = 1.0f;
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linearrgb_to_srgb_v4(stl->shgroups[id].wire_color, color);
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copy_v4_v4(stl->shgroups[id].wire_color, color);
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}
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else {
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copy_v3_v3(color, v3d->shading.background_color);
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color[3] = 1.0f;
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linearrgb_to_srgb_v4(stl->shgroups[id].wire_color, color);
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copy_v4_v4(stl->shgroups[id].wire_color, color);
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}
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return;
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}
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@ -363,13 +363,13 @@ static void set_wireframe_color(Object *ob,
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copy_v3_v3(color, v3d->shading.single_color);
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}
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color[3] = 1.0f;
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linearrgb_to_srgb_v4(stl->shgroups[id].wire_color, color);
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copy_v4_v4(stl->shgroups[id].wire_color, color);
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break;
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}
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case V3D_SHADING_OBJECT_COLOR: {
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copy_v4_v4(color, ob->color);
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color[3] = 1.0f;
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linearrgb_to_srgb_v4(stl->shgroups[id].wire_color, color);
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copy_v4_v4(stl->shgroups[id].wire_color, color);
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break;
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}
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case V3D_SHADING_RANDOM_COLOR: {
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@ -1061,7 +1061,7 @@ void GPENCIL_draw_scene(void *ved)
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GPU_framebuffer_clear_color_depth_stencil(fbl->temp_fb_b, clearcol, 1.0f, 0x0);
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stl->storage->blend_mode = array_elm->mode;
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stl->storage->mask_layer = (int)array_elm->mask_layer;
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stl->storage->tonemapping = DRW_state_do_color_management() ? 0 : 1;
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stl->storage->tonemapping = 1;
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DRW_draw_pass(psl->blend_pass);
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stl->storage->tonemapping = 0;
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@ -1103,7 +1103,7 @@ void GPENCIL_draw_scene(void *ved)
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GPU_framebuffer_bind(fbl->main);
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}
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/* tonemapping */
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stl->storage->tonemapping = DRW_state_do_color_management() ? 0 : 1;
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stl->storage->tonemapping = 1;
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/* active select flag and selection color */
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if (!is_render) {
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@ -13,4 +13,7 @@ void main()
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gl_Position = point_world_to_ndc((gpModelMatrix * vec4(pos, 1.0)).xyz);
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finalColor = color;
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finalThickness = size;
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/* Dirty fix waiting for new GPencil engine. */
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finalColor.rgb = pow(finalColor.rgb, vec3(2.2));
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}
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@ -68,6 +68,8 @@ void main()
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if (check_borders(uv, 2)) {
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FragColor = select_color;
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gl_FragDepth = 0.000001;
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/* Dirty fix waiting for new GPencil engine. */
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FragColor.rgb = pow(FragColor.rgb, vec3(2.2));
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}
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}
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}
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