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authorClément Foucault <foucault.clem@gmail.com>2018-12-03 04:42:23 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-03 19:19:11 +0300
commit223c1a107a92705d4516f181b3dbdec3937fbbf3 (patch)
tree22c90ab7b8845c8ab37844f1d483ebda7f89dcf6 /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
parenta022811441ddf90c15e41988fbd4355206acfad0 (diff)
Workbench: Make object ID pass optionnal
We separate the background and foreground shading passes to be able to make the object id pass optionnal if we don't need it. This saves a bit more memory. Also not clearing all rendertargets saves some GPU time too.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl28
1 files changed, 2 insertions, 26 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 96537c47f11..6d2af8557d0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -26,32 +26,6 @@ void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
- uint object_id = texelFetch(objectId, texel, 0).r;
-
- /* TODO separate this into its own shader. */
-#ifndef V3D_SHADING_OBJECT_OUTLINE
- if (object_id == NO_OBJECT_ID) {
- fragColor = vec4(background_color(world_data, uv_viewport.y), world_data.background_alpha);
- return;
- }
-#else /* !V3D_SHADING_OBJECT_OUTLINE */
- float object_outline = calculate_object_outline(objectId, texel, object_id);
-
- if (object_id == NO_OBJECT_ID) {
- vec3 background = background_color(world_data, uv_viewport.y);
- if (object_outline == 0.0) {
- fragColor = vec4(background, world_data.background_alpha);
- }
- else {
- /* Do correct alpha blending. */
- vec4 background_color = vec4(background, 1.0) * world_data.background_alpha;
- vec4 outline_color = vec4(world_data.object_outline_color.rgb, 1.0);
- fragColor = mix(outline_color, background_color, object_outline);
- fragColor = vec4(fragColor.rgb / max(1e-8, fragColor.a), fragColor.a);
- }
- return;
- }
-#endif /* !V3D_SHADING_OBJECT_OUTLINE */
vec4 base_color = texelFetch(colorBuffer, texel, 0);
@@ -105,6 +79,8 @@ void main()
#endif
#ifdef V3D_SHADING_OBJECT_OUTLINE
+ uint object_id = texelFetch(objectId, texel, 0).r;
+ float object_outline = calculate_object_outline(objectId, texel, object_id);
shaded_color = mix(world_data.object_outline_color.rgb, shaded_color, object_outline);
#endif