diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-02-24 03:23:55 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-02-24 15:48:38 +0300 |
commit | 8955b8b99209eb5fe8547b335161db7e4cb932b2 (patch) | |
tree | 5df66c2eb93ebfaae9c612962db6023c0d178f08 /source/blender/draw/engines/workbench/shaders | |
parent | ed21506f2634a863c4ebfddf75754c9adb66ca3b (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.glsl | 38 |
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; - } -} |