Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2020-02-24 03:23:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-24 15:48:38 +0300
commit8955b8b99209eb5fe8547b335161db7e4cb932b2 (patch)
tree5df66c2eb93ebfaae9c612962db6023c0d178f08 /source/blender/draw/engines/workbench/shaders
parented21506f2634a863c4ebfddf75754c9adb66ca3b (diff)
Cleanup: Workbench: Remove checkerboard depth
This is not needed anymore with the new overlay xray fading.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl38
1 files changed, 0 insertions, 38 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
deleted file mode 100644
index c9711e9c7d6..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
+++ /dev/null
@@ -1,38 +0,0 @@
-
-/* 4x4 bayer matrix. */
-#define P(x) ((x + 0.5) * (1.0 / 16.0))
-const vec4 dither_mat[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
- vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
- vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
- vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
-
-uniform float threshold = 0.5;
-uniform float offset = 0.0;
-
-/* Noise dithering pattern
- * 0 - Bayer matrix
- * 1 - Interlieved gradient noise
- */
-#define NOISE 1
-
-void main()
-{
-#if NOISE == 0
- ivec2 tx = ivec2(gl_FragCoord.xy) % 4;
- float noise = dither_mat[tx.x][tx.y];
-#elif NOISE == 1
- /* Interlieved gradient noise by Jorge Jimenez
- * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */
- float noise = fract(
- offset + 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
-#else
-# error
-#endif
-
- if (noise > threshold) {
- discard;
- }
- else {
- gl_FragDepth = 1.0;
- }
-}