diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-05-07 16:10:11 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-05-07 18:00:10 +0300 |
commit | 8ab3697e2107b955e188f4dec9d264df98e23d97 (patch) | |
tree | 7a4ebd8371a6d696b80b0515cb537e04bca03035 /source/blender/draw/modes/shaders | |
parent | 2f76e95b96fc87a8ec598c5f8a9242bc220ad9c2 (diff) |
Armature: Add new Transparent Bone overlay option.
This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r-- | source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl | 3 |
2 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl index aa455a85cf0..248281f4e79 100644 --- a/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl +++ b/source/blender/draw/modes/shaders/armature_shape_solid_frag.glsl @@ -5,5 +5,5 @@ out vec4 fragColor; void main() { - fragColor = finalColor; + fragColor = vec4(finalColor.rgb, 0.6); /* Hardcoded transparency factor. */ } diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl index a431a048282..3c80f629d79 100644 --- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl +++ b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl @@ -73,7 +73,8 @@ void main() float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25; dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */ - fragColor = vec4(fragColor.rgb + dither, 1.0); + /* Hardcoded transparency factor. Less than shape to be less distractive. */ + fragColor = vec4(fragColor.rgb + dither, 0.4); t /= ray_len; gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z); |