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authorClément Foucault <foucault.clem@gmail.com>2018-12-11 01:16:03 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-11 01:17:20 +0300
commit1d230240143a465a197df32754d7c56fab44073a (patch)
tree79e9b50797de6764e7dc03251c192c5406424fdf /source/blender/draw/modes/shaders/object_loose_points_frag.glsl
parentbfb9680e9e59c6fcbdce935323eceeee2b5349d3 (diff)
Object Mode: Make point clouds a bit less like uniform blobs
Also this display is optimized. It does not use blending and pixel discard. Working with scanned data should be more pleasant with this. A better option would be to use gl_FragDepth to have a better sense of volume but this discards early depth test.
Diffstat (limited to 'source/blender/draw/modes/shaders/object_loose_points_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/object_loose_points_frag.glsl19
1 files changed, 19 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/object_loose_points_frag.glsl b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
new file mode 100644
index 00000000000..66b3091a41c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/object_loose_points_frag.glsl
@@ -0,0 +1,19 @@
+
+uniform vec4 color;
+uniform vec4 innerColor;
+
+out vec4 fragColor;
+
+void main()
+{
+ vec2 centered = abs(gl_PointCoord - vec2(0.5));
+ float dist = max(centered.x, centered.y);
+
+ float fac = dist * dist * 4.0;
+ fragColor = mix(innerColor, color, 0.45 + fac * 0.65);
+
+ /* Make the effect more like a fresnel by offsetting
+ * the depth and creating mini-spheres.
+ * Disabled as it has performance impact. */
+ // gl_FragDepth = gl_FragCoord.z + 1e-6 * fac;
+}