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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl36
1 files changed, 0 insertions, 36 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
deleted file mode 100644
index 0a4d64b37ad..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
+++ /dev/null
@@ -1,36 +0,0 @@
-out vec4 fragColor;
-
-uniform usampler2D objectId;
-uniform sampler2D transparentAccum;
-uniform sampler2D transparentRevealage;
-uniform vec2 invertedViewportSize;
-
-#ifndef ALPHA_COMPOSITE
-layout(std140) uniform world_block
-{
- WorldData world_data;
-};
-#endif
-
-/* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
-void main()
-{
- ivec2 texel = ivec2(gl_FragCoord.xy);
- vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
-
- /* Listing 4 */
- vec4 trans_accum = texelFetch(transparentAccum, texel, 0);
- float trans_revealage = trans_accum.a;
- trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
-
- vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
-
- fragColor.a = 1.0 - trans_revealage;
- fragColor.rgb = trans_color * fragColor.a;
-
-#ifdef V3D_SHADING_OBJECT_OUTLINE
- uint object_id = texelFetch(objectId, texel, 0).r;
- float outline = calculate_object_outline(objectId, texel, object_id);
- fragColor = mix(vec4(world_data.object_outline_color.rgb, 1.0), fragColor, outline);
-#endif
-}