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author | Clément Foucault <foucault.clem@gmail.com> | 2018-08-21 11:22:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-08-22 14:51:02 +0300 |
commit | 648924333234a1fd0fee91851bb7ad8bc8639f3a (patch) | |
tree | 31c5a999d8d6ebb47c52b97fbc1b656d2caa55b1 /source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl | |
parent | bb639ccc47a4d66ef451f6b590bd6fad5de2b2f2 (diff) |
DRW: Fix background image display
This make the workbench draw everything in the background routine just like
eevee. This is because the workbench uses floating point buffers too and
rendering background to this buffer makes it incorrect without proper
color management.
This could be improved because in xray the background is not blended but
dithered as it's drawn after the main pass.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl index 228f3f1da19..0881f2b150f 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl @@ -9,5 +9,6 @@ out vec2 texCoord_interp; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f); + gl_Position.z = 1.0; texCoord_interp = texCoord; } |