When GLSL sources were first included in Blender they were treated as data (like blend files) and had no license header. Since then GLSL has been used for more sophisticated features (EEVEE & real-time compositing) where it makes sense to include licensing information. Add SPDX copyright headers to *.glsl files, matching headers used for C/C++, also include GLSL files in the license checking script. As leading C-comments are now stripped, added binary size of comments is no longer a concern. Ref !111247
21 lines
452 B
GLSL
21 lines
452 B
GLSL
/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
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void node_gamma(vec4 col, float gamma, out vec4 outcol)
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{
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outcol = col;
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if (col.r > 0.0) {
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outcol.r = compatible_pow(col.r, gamma);
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}
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if (col.g > 0.0) {
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outcol.g = compatible_pow(col.g, gamma);
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}
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if (col.b > 0.0) {
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outcol.b = compatible_pow(col.b, gamma);
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}
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}
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