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authorClément Foucault <foucault.clem@gmail.com>2017-06-17 00:50:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-19 11:47:56 +0300
commit5c67ac2236581532c4ce13448db457d33dd4e863 (patch)
tree208c2de6599d4fcfe1672d9f321fdd04d5baf374 /source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
parent539225db8111796c2e194b13a5e4081fe487684a (diff)
Eevee: Add special shader for depth prespass.
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/prepass_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
new file mode 100644
index 00000000000..6317dcea0e9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -0,0 +1,7 @@
+
+void main()
+{
+ /* For now do nothing.
+ * In the future, output object motion blur.
+ * This pass could also be controlled but nodetree (pixel depth offset, stochastic transparency). */
+}