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authorClément Foucault <foucault.clem@gmail.com>2019-07-01 15:43:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-07-01 15:44:01 +0300
commit7a4c99de5a637c87c03151cd671b347590140c17 (patch)
tree2ada1fd7037c501183faa3951f733c897996f157 /source/blender/draw/engines/eevee/shaders
parent809f81cc3a821cb708b918e84e856cb6ae765e38 (diff)
Fix T66292: Alpha Blend transparency glitches with volume
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl4
2 files changed, 2 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 3a31afc0224..274269846bc 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -915,8 +915,7 @@ void main()
# endif
# if defined(USE_ALPHA_BLEND)
- /* XXX fragile, better use real viewport resolution */
- vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
+ vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
vec3 transmittance, scattering;
volumetric_resolve(uvs, gl_FragCoord.z, transmittance, scattering);
fragColor.rgb = cl.radiance * transmittance + scattering;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
index 757eb59eaa1..1ff7e848c40 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
@@ -2,9 +2,7 @@
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
-/* Step 4 : Apply final integration on top of the scene color.
- * Note that we do the blending ourself instead of relying
- * on hardware blending which would require 2 pass. */
+/* Step 4 : Apply final integration on top of the scene color. */
uniform sampler2D inSceneDepth;