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author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-23 11:53:10 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-23 11:54:22 +0300 |
commit | 8d928732301310998a1a13a11460594af1e08a0d (patch) | |
tree | 2ee2a4ef697ece3bc92422d52cb3f8516900580c /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | e92baab34893f5a5b3d6f59238fdb7855b72d7fe (diff) |
Workbench: See through
Unmultiplied the final color during compositing. Same as the revealage
buffer would do
Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied
colors
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index 78981522c18..6428ed44f6b 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -47,17 +47,8 @@ void main() vec3 shaded_color = diffuse_color.rgb; #endif /* V3D_LIGHTING_STUDIO */ - float alpha = world_data.see_through_transparency; -#ifdef NORMAL_VIEWPORT_PASS_ENABLED - vec3 normal = normalize(normal_viewport); - float kr; - fresnel(vec3(0.0, 0.0, -1.0), normal, 1.22, kr); - alpha = mix(alpha, alpha+alpha, kr); -#endif - + float alpha = 0.1; vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha); - transparentAccum = calculate_transparent_accum(premultiplied); - } |