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authorClément Foucault <foucault.clem@gmail.com>2018-06-10 16:30:49 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-10 21:06:26 +0300
commit95894421cb4e9ccabb4cff393b561625b9bc4280 (patch)
treedb343a83b911d7fe2ca2f1d4d7c9814598e19530 /source/blender/draw/CMakeLists.txt
parentb23d5132a90a0e8360a20199c8e7bb45174987c4 (diff)
Workbench: Xray: Optimize and fix implementation.
There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation.
Diffstat (limited to 'source/blender/draw/CMakeLists.txt')
-rw-r--r--source/blender/draw/CMakeLists.txt1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index b7eaecb7ab6..f049fc87205 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -227,7 +227,6 @@ data_to_c_simple(engines/workbench/shaders/workbench_deferred_composite_frag.gls
data_to_c_simple(engines/workbench/shaders/workbench_forward_composite_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_depth_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl SRC)
-data_to_c_simple(engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_object_outline_lib.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_vert.glsl SRC)
data_to_c_simple(engines/workbench/shaders/workbench_prepass_frag.glsl SRC)