Fix for wrong behavior of 'darken' blend mode with factor.
The formula was not consistent across Blender and behaved strangely, now it is a simple linear blend between color1 and min(color1, color2). Reviewed By: brecht Differential Revision: https://developer.blender.org/D489
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@ -88,7 +88,7 @@ color node_mix_diff(float t, color col1, color col2)
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color node_mix_dark(float t, color col1, color col2)
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{
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return min(col1, col2 * t);
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return min(col1, col2) * t + col1 * (1.0 - t);
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}
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color node_mix_light(float t, color col1, color col2)
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@ -89,7 +89,7 @@ ccl_device float3 svm_mix_diff(float t, float3 col1, float3 col2)
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ccl_device float3 svm_mix_dark(float t, float3 col1, float3 col2)
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{
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return min(col1, col2*t);
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return min(col1, col2)*t + col1*(1.0 - t);
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}
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ccl_device float3 svm_mix_light(float t, float3 col1, float3 col2)
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@ -1359,12 +1359,9 @@ void ramp_blend(int type, float r_col[3], const float fac, const float col[3])
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r_col[2] = facm * (r_col[2]) + fac * fabsf(r_col[2] - col[2]);
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break;
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case MA_RAMP_DARK:
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tmp = col[0] + ((1 - col[0]) * facm);
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if (tmp < r_col[0]) r_col[0] = tmp;
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tmp = col[1] + ((1 - col[1]) * facm);
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if (tmp < r_col[1]) r_col[1] = tmp;
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tmp = col[2] + ((1 - col[2]) * facm);
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if (tmp < r_col[2]) r_col[2] = tmp;
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r_col[0] = min_ff(r_col[0], col[0]) * fac + r_col[0] * facm;
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r_col[1] = min_ff(r_col[1], col[1]) * fac + r_col[1] * facm;
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r_col[2] = min_ff(r_col[2], col[2]) * fac + r_col[2] * facm;
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break;
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case MA_RAMP_LIGHT:
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tmp = fac * col[0];
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@ -292,17 +292,9 @@ void MixDarkenOperation::executePixelSampled(float output[4], float x, float y,
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value *= inputColor2[3];
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}
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float valuem = 1.0f - value;
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float tmp;
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tmp = inputColor2[0] + ((1.0f - inputColor2[0]) * valuem);
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if (tmp < inputColor1[0]) output[0] = tmp;
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else output[0] = inputColor1[0];
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tmp = inputColor2[1] + ((1.0f - inputColor2[1]) * valuem);
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if (tmp < inputColor1[1]) output[1] = tmp;
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else output[1] = inputColor1[1];
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tmp = inputColor2[2] + ((1.0f - inputColor2[2]) * valuem);
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if (tmp < inputColor1[2]) output[2] = tmp;
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else output[2] = inputColor1[2];
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output[0] = min_ff(inputColor1[0], inputColor2[0]) * value + inputColor1[0] * valuem;
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output[1] = min_ff(inputColor1[1], inputColor2[1]) * value + inputColor1[1] * valuem;
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output[2] = min_ff(inputColor1[2], inputColor2[2]) * value + inputColor1[2] * valuem;
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output[3] = inputColor1[3];
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clampIfNeeded(output);
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@ -944,12 +944,9 @@ void mtex_rgb_dark(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 in
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fact *= facg;
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facm = 1.0-fact;
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col= texcol.r + ((1.0 -texcol.r)*facm);
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if(col < outcol.r) incol.r = col; else incol.r = outcol.r;
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col= texcol.g + ((1.0 -texcol.g)*facm);
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if(col < outcol.g) incol.g = col; else incol.g = outcol.g;
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col= texcol.b + ((1.0 -texcol.b)*facm);
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if(col < outcol.b) incol.b = col; else incol.b = outcol.b;
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incol.r = min(outcol.r, texcol.r) * fact + outcol.r * facm;
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incol.g = min(outcol.g, texcol.g) * fact + outcol.g * facm;
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incol.b = min(outcol.b, texcol.b) * fact + outcol.b * facm;
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}
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void mtex_rgb_light(vec3 outcol, vec3 texcol, float fact, float facg, out vec3 incol)
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@ -1078,8 +1075,7 @@ void mtex_value_dark(float outcol, float texcol, float fact, float facg, out flo
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float facm;
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mtex_value_vars(fact, facg, facm);
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float col = fact*texcol;
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if(col < outcol) incol = col; else incol = outcol;
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incol = facm*outcol + fact*min(outcol, texcol);
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}
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void mtex_value_light(float outcol, float texcol, float fact, float facg, out float incol)
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@ -1420,12 +1420,9 @@ void texture_rgb_blend(float in[3], const float tex[3], const float out[3], floa
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fact*= facg;
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facm= 1.0f-fact;
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col= tex[0]+((1-tex[0])*facm);
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if (col < out[0]) in[0]= col; else in[0]= out[0];
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col= tex[1]+((1-tex[1])*facm);
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if (col < out[1]) in[1]= col; else in[1]= out[1];
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col= tex[2]+((1-tex[2])*facm);
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if (col < out[2]) in[2]= col; else in[2]= out[2];
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in[0] = min_ff(out[0], tex[0])*fact + out[0]*facm;
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in[1] = min_ff(out[1], tex[1])*fact + out[1]*facm;
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in[2] = min_ff(out[2], tex[2])*fact + out[2]*facm;
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break;
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case MTEX_LIGHT:
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@ -1522,8 +1519,7 @@ float texture_value_blend(float tex, float out, float fact, float facg, int blen
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break;
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case MTEX_DARK:
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col= fact*tex;
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if (col < out) in= col; else in= out;
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in = min_ff(out, tex)*fact + out*facm;
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break;
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case MTEX_LIGHT:
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