diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-03 04:42:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-12-03 19:19:11 +0300 |
commit | 223c1a107a92705d4516f181b3dbdec3937fbbf3 (patch) | |
tree | 22c90ab7b8845c8ab37844f1d483ebda7f89dcf6 /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl | |
parent | a022811441ddf90c15e41988fbd4355206acfad0 (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.glsl | 28 |
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 |