Commit: c5bebb0d7ad263cf53a288010e8bbd25478b1a6f
Author: Jeroen Bakker
Date: Tue Aug 25 14:08:44 2020 +0200
Branches: uvimage-editor-drawing
https://developer.blender.org/rBc5bebb0d7ad263cf53a288010e8bbd25478b1a6f
Small tweaks to unavailability grid.
* lower contrast, different curve
===================================================================
M source/blender/draw/engines/image/image_engine.c
M
source/blender/draw/engines/image/shaders/engine_image_unavailable_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/image/image_engine.c
b/source/blender/draw/engines/image/image_engine.c
index 2748dddcae3..6857120139b 100644
--- a/source/blender/draw/engines/image/image_engine.c
+++ b/source/blender/draw/engines/image/image_engine.c
@@ -230,8 +230,8 @@ static void image_cache_image(IMAGE_Data *vedata, Image
*image, ImageUser *iuser
/* sima->zoom texels covers (sima->zoom * sima->zoom) screen pixels.
* Creates a curve function for better visual result. */
- float zoom_level = powf(MAX2(sima->zoom - 1.0, 0.1), 0.33f);
- zoom_level = clamp_f(zoom_level, 1.25, 4.75);
+ float zoom_level = powf(MAX2(sima->zoom - 1.0f, 0.1f), 0.25f);
+ zoom_level = clamp_f(zoom_level, 1.25f, 4.75f);
GPUShader *shader = IMAGE_shader_image_unavailable_get();
DRWShadingGroup *grp = DRW_shgroup_create(shader, psl->image_pass);
diff --git
a/source/blender/draw/engines/image/shaders/engine_image_unavailable_frag.glsl
b/source/blender/draw/engines/image/shaders/engine_image_unavailable_frag.glsl
index 657376cce89..4e8d68b572f 100644
---
a/source/blender/draw/engines/image/shaders/engine_image_unavailable_frag.glsl
+++
b/source/blender/draw/engines/image/shaders/engine_image_unavailable_frag.glsl
@@ -19,7 +19,7 @@ void main()
float line_1_alpha = 1.0 - fract(zoomLevel);
float line_2_alpha = fract(zoomLevel);
- int num_lines_in_level2 = (1 << zoom_level_2) * (1 << zoom_level_2);
+ int num_lines_in_level2 = (1 << zoom_level_2) * (1 << zoom_level_2) * 2;
float spacing_between_lines = max(d.x, d.y) / num_lines_in_level2;
ivec2 line_index = ivec2(tex_coord * num_lines_in_level2 / d);
@@ -29,8 +29,8 @@ void main()
float line_alpha = max(any(is_line_2) ? line_2_alpha : 0.0, any(is_line_1) ?
line_1_alpha : 0.0);
- float color_offset = 20.0 / 256.0;
- vec3 line_color = clamp(colorBackground.rgb - color_offset, 0.0, 1.0);
+ float color_offset = 15.0 / 256.0;
+ vec3 line_color = colorBackground.rgb;
vec3 bg_color = clamp(colorBackground.rgb + color_offset, 0.0, 1.0);
vec3 final_color = mix(bg_color, line_color, line_alpha);
fragColor = vec4(final_color, 1.0);
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