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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, 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;