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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl37
1 files changed, 37 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
new file mode 100644
index 00000000000..7027543f5a9
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_checkerboard_depth_frag.glsl
@@ -0,0 +1,37 @@
+
+/* 4x4 bayer matrix. */
+#define P(x) ((x + 0.5) * (1.0 / 16.0))
+const vec4 dither_mat[4] = vec4[4](
+ vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0))
+);
+
+uniform float threshold = 0.5;
+
+/* Noise dithering pattern
+ * 0 - Bayer matrix
+ * 1 - Interlieved gradient noise
+ */
+#define NOISE 1
+
+void main()
+{
+#if NOISE == 0
+ ivec2 tx = ivec2(gl_FragCoord.xy) % 4;
+ float noise = dither_mat[tx.x][tx.y];
+#elif NOISE == 1
+ /* Interlieved gradient noise by Jorge Jimenez
+ * http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */
+ float noise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
+#else
+#error
+#endif
+
+ if (noise > threshold) {
+ discard;
+ } else {
+ gl_FragDepth = 1.0;
+ }
+}