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author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-14 21:26:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-14 22:38:13 +0300 |
commit | 485b8d41be603624fb1777495ecaaaa9d02bab4d (patch) | |
tree | 0b3a0280673916f3c7a86921f8c9735acb962ce2 /source/blender/draw/engines/workbench/shaders | |
parent | a5d72bac8e2309470781d6a77335583bbfa0a903 (diff) |
Workbench: Add support for the xray object option
Xray object can be see through other objects. They cast shadows as well
but cannot receive then.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_ghost_resolve_frag.glsl | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_ghost_resolve_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_ghost_resolve_frag.glsl new file mode 100644 index 00000000000..59f2df11086 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_ghost_resolve_frag.glsl @@ -0,0 +1,13 @@ +uniform sampler2D depthBuffer; + +void main(void) +{ + float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r; + + /* background, discard */ + if (depth >= 1.0) { + discard; + } + + gl_FragDepth = depth; +} |