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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl15
1 files changed, 11 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
index cb5516ca34f..b1f08cfef15 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
@@ -5,10 +5,13 @@ uniform sampler2D transparentAccum;
uniform sampler2D transparentRevealage;
uniform vec2 invertedViewportSize;
+#ifndef ALPHA_COMPOSITE
layout(std140) uniform world_block {
WorldData world_data;
};
+#endif
+/* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
void main()
{
ivec2 texel = ivec2(gl_FragCoord.xy);
@@ -19,17 +22,21 @@ void main()
float trans_revealage = trans_accum.a;
trans_accum.a = texelFetch(transparentRevealage, texel, 0).r;
+ vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
+
+#ifndef ALPHA_COMPOSITE
vec3 bg_color = background_color(world_data, uv_viewport.y);
- /* TODO: Bypass the whole shader if there is no xray pass and no outline pass. */
- vec3 trans_color = trans_accum.rgb / clamp(trans_accum.a, 1e-4, 5e4);
vec3 color = mix(trans_color, bg_color, trans_revealage);
-#ifdef V3D_SHADING_OBJECT_OUTLINE
+# ifdef V3D_SHADING_OBJECT_OUTLINE
uint object_id = texelFetch(objectId, texel, 0).r;
float outline = calculate_object_outline(objectId, texel, object_id);
color = mix(world_data.object_outline_color.rgb, color, outline);
-#endif
+# endif
fragColor = vec4(color, 1.0);
+#else
+ fragColor = vec4(trans_color, 1.0 - trans_revealage);
+#endif
}