diff options
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders')
4 files changed, 21 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl b/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl new file mode 100644 index 00000000000..e511aab69c1 --- /dev/null +++ b/source/blender/draw/engines/overlay/shaders/armature_dof_solid_frag.glsl @@ -0,0 +1,11 @@ + +flat in vec4 finalColor; + +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec4 lineOutput; + +void main() +{ + fragColor = finalColor; + lineOutput = vec4(0.0); +} diff --git a/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl index b15554bbb6a..18a80fc1fb4 100644 --- a/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/armature_dof_vert.glsl @@ -8,8 +8,10 @@ in vec4 color; in mat4 inst_obmat; flat out vec4 finalColor; +#ifdef EDGE flat out vec2 edgeStart; noperspective out vec2 edgePos; +#endif vec3 sphere_project(float ax, float az) { @@ -35,7 +37,9 @@ void main() gl_Position = point_world_to_ndc(world_pos); finalColor = color; +#ifdef EDGE edgeStart = edgePos = ((gl_Position.xy / gl_Position.w) * 0.5 + 0.5) * sizeViewport.xy; +#endif #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance(world_pos); diff --git a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl index 203f6cb1901..2cefab56722 100644 --- a/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl +++ b/source/blender/draw/engines/overlay/shaders/edit_mesh_vert.glsl @@ -83,7 +83,7 @@ void main() finalColor = EDIT_MESH_facedot_color(norAndFlag.w); /* Bias Facedot Z position in clipspace. */ - gl_Position.z -= 0.00035; + gl_Position.z -= (ProjectionMatrix[3][3] == 0.0) ? 0.00035 : 1e-6; gl_PointSize = sizeFaceDot; bool occluded = test_occlusion(); diff --git a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl index 9743f918ce3..317e9fe0447 100644 --- a/source/blender/draw/engines/overlay/shaders/grid_frag.glsl +++ b/source/blender/draw/engines/overlay/shaders/grid_frag.glsl @@ -28,7 +28,8 @@ 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 +105,9 @@ 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 */ |