Workbench: Dither background color/gradient
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35220ccde0
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@ -212,6 +212,7 @@ data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_composite_frag.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_background_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_common_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_data_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_object_overlap_lib.glsl SRC)
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data_to_c_simple(engines/workbench/shaders/workbench_world_light_lib.glsl SRC)
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@ -1,3 +1,3 @@
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vec3 background_color(WorldData world_data, float y) {
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return mix(world_data.background_color_low, world_data.background_color_high, y).xyz;
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return mix(world_data.background_color_low, world_data.background_color_high, y).xyz + bayer_dither_noise();
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}
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@ -0,0 +1,14 @@
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/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
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#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
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const vec4 dither_mat4x4[4] = vec4[4](
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vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
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vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
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vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
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vec4(P(15.0), P(7.0), P(13.0), P(5.0))
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);
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float bayer_dither_noise() {
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ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
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ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
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return dither_mat4x4[tx1.x][tx1.y];
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}
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@ -48,6 +48,7 @@ extern char datatoc_workbench_prepass_frag_glsl[];
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extern char datatoc_workbench_composite_frag_glsl[];
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extern char datatoc_workbench_background_lib_glsl[];
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extern char datatoc_workbench_common_lib_glsl[];
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extern char datatoc_workbench_data_lib_glsl[];
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extern char datatoc_workbench_object_overlap_lib_glsl[];
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extern char datatoc_workbench_world_light_lib_glsl[];
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@ -82,6 +83,7 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
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DynStr *ds = BLI_dynstr_new();
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BLI_dynstr_append(ds, datatoc_workbench_data_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
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BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
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if (wpd->drawtype_lighting & V3D_LIGHTING_STUDIO) {
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