Fix T95341: BGL renders incorrect color
Missing include statements of the gpu_shader_colorspace_lib.glsl in various shaders ignored the target texture color space.
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@ -1,3 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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noperspective in vec4 finalColor;
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out vec4 fragColor;
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#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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in vec4 finalColor;
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out vec4 fragColor;
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@ -6,13 +6,13 @@
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uniform bool srgbTarget = false;
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#endif
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vec4 blender_srgb_to_framebuffer_space(vec4 color)
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vec4 blender_srgb_to_framebuffer_space(vec4 col)
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{
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if (srgbTarget) {
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vec3 c = max(color.rgb, vec3(0.0));
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vec3 c = max(col.rgb, vec3(0.0));
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vec3 c1 = c * (1.0 / 12.92);
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vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
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color.rgb = mix(c1, c2, step(vec3(0.04045), c));
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col.rgb = mix(c1, c2, step(vec3(0.04045), c));
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}
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return color;
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return col;
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}
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#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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flat in vec4 finalColor;
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out vec4 fragColor;
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#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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flat in vec4 color_flat;
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noperspective in vec2 texCoord_interp;
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@ -1,3 +1,4 @@
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#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
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#ifndef USE_GPU_SHADER_CREATE_INFO
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uniform vec4 color;
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@ -24,4 +24,5 @@
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(gpu_srgb_to_framebuffer_space)
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.push_constant(Type::BOOL, "srgbTarget")
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.define("blender_srgb_to_framebuffer_space(a) a");
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