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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/grid_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/grid_frag.glsl9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
index 9743f918ce3..d0b68df0625 100644
--- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl
@@ -14,8 +14,6 @@ uniform float meshSize;
uniform float lineKernel = 0.0;
uniform sampler2D depthBuffer;
-#define cameraPos (ViewMatrixInverse[3].xyz)
-
uniform int gridFlag;
#define STEPS_LEN 8
@@ -28,7 +26,8 @@ uniform float gridSteps[STEPS_LEN] = float[](0.001, 0.01, 0.1, 1.0, 10.0, 100.0,
#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_BACK (1 << 9) /* grid is behind objects */
+#define GRID_CAMERA (1 << 10) /* In camera view */
#define M_1_SQRTPI 0.5641895835477563 /* 1/sqrt(pi) */
@@ -104,7 +103,9 @@ void main()
fade *= 1.0 - smoothstep(0.0, gridDistance, dist - gridDistance);
}
else {
- dist = abs(gl_FragCoord.z * 2.0 - 1.0);
+ dist = gl_FragCoord.z * 2.0 - 1.0;
+ /* Avoid fading in +Z direction in camera view (see T70193). */
+ dist = ((gridFlag & GRID_CAMERA) != 0) ? clamp(dist, 0.0, 1.0) : abs(dist);
fade = 1.0 - smoothstep(0.0, 0.5, dist - 0.5);
dist = 1.0; /* avoid branch after */