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author | Clément Foucault <foucault.clem@gmail.com> | 2020-09-13 16:51:46 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-09-13 16:53:45 +0300 |
commit | 3ee2ca0d3cd3961e5e68c58383e2ac23c3f8e0f8 (patch) | |
tree | d1bd9a384c45a860554ab7ac893eb32420d7e24a | |
parent | f5ccf8727f301f80338c2b31bf7a48c3ce52cb85 (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.glsl | 2 |
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; |