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authorClément Foucault <foucault.clem@gmail.com>2020-04-23 23:21:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-04-23 23:21:22 +0300
commitd0ff3434cffa2e056e4f191ead21226f32ea8c15 (patch)
treed2a1459b9e81843459881584053cb1d3132deb24 /source/blender/draw
parent54e1b635677076ff4bed88afbe1ac8fcf84088d3 (diff)
Fix T73741 Grid Floor render on top of Wireframe objects
Go for a bias towards background to avoid loosing wireframe objects.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_frag.glsl9
1 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
index db845c7f1dd..9743f918ce3 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
@@ -227,21 +227,20 @@ void main()
}
}
- /* 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 - 6e-8 - fwidth(gl_FragCoord.z);
float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
if ((gridFlag & GRID_BACK) != 0) {
fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
}
else {
+ /* Add a small bias so the grid will always be below of a mesh with the same depth. */
+ float grid_depth = gl_FragCoord.z + 4.8e-7;
/* Manual, non hard, depth test:
* Progressively fade the grid below occluders
* (avoids popping visuals due to depth buffer precision) */
/* Harder settings tend to flicker more,
* but have less "see through" appearance. */
- const float test_hardness = 1e7;
- fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
+ float bias = max(fwidth(gl_FragCoord.z), 2.4e-7);
+ fade *= linearstep(grid_depth, grid_depth + bias, scene_depth);
}
FragColor.a *= fade;