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authorClément Foucault <foucault.clem@gmail.com>2018-06-10 21:06:02 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-10 21:06:26 +0300
commit20b0194cd3f33f613bba6923e3ca6fbf16838c55 (patch)
treef6cb050e41d46d66fc38503902ff82a932d41a9d /source/blender/draw/engines/workbench/shaders
parent542462d35c5c17742aa4d3d17c13bbbf312fe7a3 (diff)
Workbench: Xray: Make dithered depth dependant on alpha.
The range is 0.25 to 0.75 opacity when the Xray opacity is between 0.0 to 1.0. This is to avoid loosing completely the sense of occlusion when having no other solid drawing than the wireframe and loosing the transparency when xray alpha is at 1.0. Also replace Bayer (checkerboard) method by interlieved gradient noise to minimize the chance to loose an occluded line completely. Other noise function could be tested in the future.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl33
1 files changed, 30 insertions, 3 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
index 4e44f6e1914..7027543f5a9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
@@ -1,8 +1,35 @@
+
+/* 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;
+
+/* Noise dithering pattern
+ * 0 - Bayer matrix
+ * 1 - Interlieved gradient noise
+ */
+#define NOISE 1
+
void main()
{
- vec2 p= vec2(floor(gl_FragCoord.x), floor(gl_FragCoord.y));
- vec2 test = mod(p, 2.0);
- if (mod(test.x + test.y, 2.0)==0.0) {
+#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(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;