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authorClément Foucault <foucault.clem@gmail.com>2020-09-13 16:51:46 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-09-13 16:53:45 +0300
commit3ee2ca0d3cd3961e5e68c58383e2ac23c3f8e0f8 (patch)
treed1bd9a384c45a860554ab7ac893eb32420d7e24a
parentf5ccf8727f301f80338c2b31bf7a48c3ce52cb85 (diff)
Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'
Rendering only to the depth buffer seems to need a valid fragment shader with a color output on some platform.
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
index b77e168889f..856654549ca 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_merge_infront_frag.glsl
@@ -8,6 +8,8 @@ out vec4 fragColor;
void main()
{
float depth = texture(depthBuffer, uvcoordsvar.st).r;
+ /* Fix issues with Intel drivers (see T80023). */
+ fragColor = vec4(0.0);
/* Discard background pixels. */
if (depth == 1.0) {
discard;