diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 18:06:25 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 18:15:35 +0300 |
commit | e4a727626e34eef20e2b41cc3e26b41db4f360a0 (patch) | |
tree | 25af9312b02b0defae25f2c08c2a9863d2e795e1 /source/blender/draw/engines/workbench/shaders | |
parent | 56dc2bf0c528524b9a31c9cd27f9b1a261827bf0 (diff) |
X-Ray: Added a slider for the alpha
- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
3 files changed, 7 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl index 12d6296655d..f335e1a15bd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl @@ -21,18 +21,20 @@ void main() float transparent_revealage = texelFetch(transparentRevealage, texel, 0).r; #endif vec4 color; + vec4 bg_color; #ifdef V3D_SHADING_OBJECT_OUTLINE float outline = calculate_object_outline(objectId, texel, object_id); #else /* V3D_SHADING_OBJECT_OUTLINE */ float outline = 1.0; #endif /* V3D_SHADING_OBJECT_OUTLINE */ - + bg_color = vec4(background_color(world_data, uv_viewport.y), 0.0); if (object_id == NO_OBJECT_ID) { - color = vec4(background_color(world_data, uv_viewport.y), 0.0); + color = bg_color; } else { #ifdef WORKBENCH_REVEALAGE_ENABLED color = vec4((transparent_accum.xyz / max(transparent_accum.a, EPSILON)) * (1.0 - transparent_revealage), 1.0); + color = mix(bg_color, color, clamp(1.0 - transparent_revealage, 0.0, 1.0)); #else color = vec4(transparent_accum.xyz / max(transparent_accum.a, EPSILON), 1.0); #endif 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 88b32cb9b20..3f271ec439b 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 @@ -2,6 +2,7 @@ uniform sampler2D image; #endif uniform mat3 normalWorldMatrix; +uniform float alpha = 0.5; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; @@ -53,7 +54,6 @@ void main() #endif /* V3D_LIGHTING_STUDIO */ - float alpha = 0.5 ; vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha); transparentAccum = calculate_transparent_accum(premultiplied); } diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl index da87fe8f542..c591425b950 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_revealage_frag.glsl @@ -1,7 +1,7 @@ layout(location=0) out float transparentRevealage; - +uniform float alpha = 0.5; void main() { - transparentRevealage = 0.5; + transparentRevealage = alpha; } |