diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-05-27 12:25:29 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-05-27 12:26:17 +0300 |
commit | 4ca4e64d25f69eb4cbb96084fb688b69484e1507 (patch) | |
tree | 7c8079fe267740e5230881abc4d7d6905ba0a9d9 /source/blender/draw/modes/shaders | |
parent | 9a74b603670cc3fab14d9fcd7be7b3c17731a8ee (diff) |
Grid: Do not go over objects in front/side ortho views.
Fixes T55190 Grid displayed on top of objects in orthographic view
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r-- | source/blender/draw/modes/shaders/object_grid_frag.glsl | 30 |
1 files changed, 18 insertions, 12 deletions
diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl b/source/blender/draw/modes/shaders/object_grid_frag.glsl index 2d0d637fc45..2b04bb0d855 100644 --- a/source/blender/draw/modes/shaders/object_grid_frag.glsl +++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl @@ -29,6 +29,7 @@ uniform int gridFlag; #define PLANE_XY (1 << 4) #define PLANE_XZ (1 << 5) #define PLANE_YZ (1 << 6) +#define GRID_BACK (1 << 9) /* grid is behind objects */ #define GRID_LINE_SMOOTH 1.15 @@ -137,18 +138,6 @@ void main() } } - /* Manual, non hard, depth test: - * Progressively fade the grid below occluders - * (avoids poping visuals due to depth buffer precision) */ - float scene_depth = texture(depthBuffer, sPos).r; - /* Add a small bias so the grid will always - * be on top of a mesh with the same depth. */ - float grid_depth = gl_FragCoord.z - 1e-8; - /* Harder settings tend to flicker more, - * but have less "see through" appearance. */ - const float test_hardness = 1e4; - fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0); - if ((gridFlag & GRID) > 0) { float grid_res = log(dist * gridResolution) * gridOneOverLogSubdiv; @@ -217,5 +206,22 @@ void main() } } + float scene_depth = texture(depthBuffer, sPos).r; + if ((gridFlag & GRID_BACK) > 0) { + fade *= (scene_depth == 1.0) ? 1.0 : 0.0; + } + else { + /* Manual, non hard, depth test: + * Progressively fade the grid below occluders + * (avoids poping visuals due to depth buffer precision) */ + /* Add a small bias so the grid will always + * be on top of a mesh with the same depth. */ + float grid_depth = gl_FragCoord.z - 1e-8; + /* Harder settings tend to flicker more, + * but have less "see through" appearance. */ + const float test_hardness = 1e4; + fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0); + } + FragColor.a *= fade; } |