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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-22 15:12:47 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-22 15:55:50 +0300
commitdfe088c5d9c819e7266e8e88fb31e92ac2ee8592 (patch)
tree893d823c1957624257c3ef128422c3fa132e9049 /source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
parentff19b527e85ec5144efbd663bf9b4c338e179358 (diff)
Workbench: SeeThrough draw option
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
new file mode 100644
index 00000000000..450cb3e680b
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_depth_frag.glsl
@@ -0,0 +1,8 @@
+uniform int object_id = 0;
+layout(location=0) out uint objectId;
+
+void main()
+{
+ objectId = uint(object_id);
+}
+