diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/grid_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/grid_frag.glsl | 9 |
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; |