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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl39
1 files changed, 20 insertions, 19 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl
index 9e4394238ff..45ebf09d623 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_background_frag.glsl
@@ -5,35 +5,36 @@ uniform vec2 invertedViewportSize;
out vec4 fragColor;
-layout(std140) uniform world_block {
- WorldData world_data;
+layout(std140) uniform world_block
+{
+ WorldData world_data;
};
void main()
{
- vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
- vec3 background = background_color(world_data, uv_viewport.y);
+ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
+ vec3 background = background_color(world_data, uv_viewport.y);
#ifndef V3D_SHADING_OBJECT_OUTLINE
- fragColor = vec4(background, world_data.background_alpha);
+ fragColor = vec4(background, world_data.background_alpha);
#else /* !V3D_SHADING_OBJECT_OUTLINE */
- ivec2 texel = ivec2(gl_FragCoord.xy);
- uint object_id = texelFetch(objectId, texel, 0).r;
- float object_outline = calculate_object_outline(objectId, texel, object_id);
-
- if (object_outline == 0.0) {
- fragColor = vec4(background, world_data.background_alpha);
- }
- else {
- /* Do correct alpha blending. */
- vec4 background_color = vec4(background, 1.0) * world_data.background_alpha;
- vec4 outline_color = vec4(world_data.object_outline_color.rgb, 1.0);
- fragColor = mix(outline_color, background_color, object_outline);
- fragColor = vec4(fragColor.rgb / max(1e-8, fragColor.a), fragColor.a);
- }
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+ uint object_id = texelFetch(objectId, texel, 0).r;
+ float object_outline = calculate_object_outline(objectId, texel, object_id);
+
+ if (object_outline == 0.0) {
+ fragColor = vec4(background, world_data.background_alpha);
+ }
+ else {
+ /* Do correct alpha blending. */
+ vec4 background_color = vec4(background, 1.0) * world_data.background_alpha;
+ vec4 outline_color = vec4(world_data.object_outline_color.rgb, 1.0);
+ fragColor = mix(outline_color, background_color, object_outline);
+ fragColor = vec4(fragColor.rgb / max(1e-8, fragColor.a), fragColor.a);
+ }
#endif /* !V3D_SHADING_OBJECT_OUTLINE */
}