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author | Clément Foucault <foucault.clem@gmail.com> | 2018-10-31 02:45:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-10-31 02:46:08 +0300 |
commit | 4e23c69bfa6d835e270cb1098c03b3adfb4c9d9c (patch) | |
tree | ee74c3bdf6b5de5a257cbc8b85d265aaeef43227 /source/blender/draw/engines/workbench/shaders | |
parent | d86e77ac16203e68d834d02c05221fc83674a1fa (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.glsl | 3 |
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 |