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authorClément Foucault <foucault.clem@gmail.com>2018-10-31 02:45:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-10-31 02:46:08 +0300
commit4e23c69bfa6d835e270cb1098c03b3adfb4c9d9c (patch)
treeee74c3bdf6b5de5a257cbc8b85d265aaeef43227 /source/blender/draw/engines/workbench/shaders
parentd86e77ac16203e68d834d02c05221fc83674a1fa (diff)
Workbench: Attenuate dithering effect when using viewport render
Quick hack to get rid of most of the noise when doing a viewport render in xray or wireframe mode.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl3
1 files changed, 2 insertions, 1 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 7027543f5a9..94fa5d51229 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
@@ -9,6 +9,7 @@ const vec4 dither_mat[4] = vec4[4](
);
uniform float threshold = 0.5;
+uniform float offset = 0.0;
/* Noise dithering pattern
* 0 - Bayer matrix
@@ -24,7 +25,7 @@ void main()
#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));
+ float noise = fract(offset + 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
#else
#error
#endif