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authorClément Foucault <foucault.clem@gmail.com>2019-01-29 05:46:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-29 17:07:53 +0300
commit8134f3f0a6bb0ca7bb6c002a7ce0b4c91342a6d1 (patch)
tree102aea79c5df30823086ab8375f364a574f1fe14 /source/blender/draw/engines/workbench/workbench_deferred.c
parentbc99f4903c5f55d35b5fec32d6e18400f25089fb (diff)
Workbench: Add "Shadow" factor to Xray
This just maintain more parity accross the 2 visuals. Note that this is not "real shadowing" just the facing factor shadowing.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_deferred.c9
1 files changed, 2 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index 6f97c9df74d..c1b4398c3d2 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -699,11 +699,6 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
workbench_private_data_get_light_direction(wpd, e_data.display.light_direction);
studiolight_update_light(wpd, e_data.display.light_direction);
- float shadow_focus = scene->display.shadow_focus;
- /* Clamp to avoid overshadowing and shading errors. */
- CLAMP(shadow_focus, 0.0001f, 0.99999f);
- shadow_focus = 1.0f - shadow_focus * (1.0f - scene->display.shadow_shift);
-
if (SHADOW_ENABLED(wpd)) {
psl->composite_pass = DRW_pass_create(
"Composite", DRW_STATE_WRITE_COLOR | DRW_STATE_STENCIL_EQUAL | DRW_STATE_DEPTH_GREATER);
@@ -713,7 +708,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_float_copy(grp, "lightMultiplier", 1.0f);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift);
- DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus);
+ DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
/* Stencil Shadow passes. */
@@ -753,7 +748,7 @@ void workbench_deferred_cache_init(WORKBENCH_Data *vedata)
DRW_shgroup_uniform_float(grp, "lightMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float(grp, "shadowMultiplier", &wpd->shadow_multiplier, 1);
DRW_shgroup_uniform_float_copy(grp, "shadowShift", scene->display.shadow_shift);
- DRW_shgroup_uniform_float_copy(grp, "shadowFocus", shadow_focus);
+ DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
#endif
}