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authorMike Erwin <significant.bit@gmail.com>2016-10-26 10:57:14 +0300
committerMike Erwin <significant.bit@gmail.com>2016-10-26 10:57:14 +0300
commita394f4e545f0ffaf0a65bdb492714a7d8d7a28e5 (patch)
tree5d425499fd5a57d115f0ea234ebc16d56526643d
parent222ba0247ff641e62028a0917aab3e83f352f7d4 (diff)
OpenGL: edge shader discards fragments of unused edges
Discarded edges should not update depth buffer or blend with color buffer. Geometry shader version will make this obsolete.
-rw-r--r--source/blender/gpu/CMakeLists.txt1
-rw-r--r--source/blender/gpu/intern/gpu_shader.c3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl16
3 files changed, 19 insertions, 1 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 17bf77f9320..607d66bbb52 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -129,6 +129,7 @@ set(SRC
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 6b6cdfb5ae5..2e1c3b70a6e 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -49,6 +49,7 @@
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
@@ -664,7 +665,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
if (!GG.shaders.edges_front_back_persp)
GG.shaders.edges_front_back_persp = GPU_shader_create(
datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_front_back_persp;
break;
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
new file mode 100644
index 00000000000..10b4c2ac39d
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ if (finalColor.a > 0.0)
+ fragColor = finalColor;
+ else
+ discard;
+}