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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-23 11:53:10 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-23 11:54:22 +0300
commit8d928732301310998a1a13a11460594af1e08a0d (patch)
tree2ee2a4ef697ece3bc92422d52cb3f8516900580c /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parente92baab34893f5a5b3d6f59238fdb7855b72d7fe (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.glsl11
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);
-
}