diff options
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.glsl | 36 |
1 files changed, 19 insertions, 17 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 576a5e81c0d..6915055e356 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 @@ -6,38 +6,40 @@ uniform sampler2D transparentRevealage; uniform vec2 invertedViewportSize; #ifndef ALPHA_COMPOSITE -layout(std140) uniform world_block { - WorldData world_data; +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); - vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; + ivec2 texel = ivec2(gl_FragCoord.xy); + vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; - /* Listing 4 */ - vec4 trans_accum = texelFetch(transparentAccum, texel, 0); - float trans_revealage = trans_accum.a; - trans_accum.a = texelFetch(transparentRevealage, texel, 0).r; + /* Listing 4 */ + vec4 trans_accum = texelFetch(transparentAccum, texel, 0); + 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); + 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); + vec3 bg_color = background_color(world_data, uv_viewport.y); - bg_color = (world_data.background_alpha == 0.0) ? trans_color : bg_color; - vec4 color = mix(vec4(trans_color, 1.0), vec4(bg_color, world_data.background_alpha), trans_revealage); + bg_color = (world_data.background_alpha == 0.0) ? trans_color : bg_color; + vec4 color = mix( + vec4(trans_color, 1.0), vec4(bg_color, world_data.background_alpha), trans_revealage); # ifdef V3D_SHADING_OBJECT_OUTLINE - uint object_id = texelFetch(objectId, texel, 0).r; - float outline = calculate_object_outline(objectId, texel, object_id); - color = mix(vec4(world_data.object_outline_color.rgb, 1.0), color, outline); + uint object_id = texelFetch(objectId, texel, 0).r; + float outline = calculate_object_outline(objectId, texel, object_id); + color = mix(vec4(world_data.object_outline_color.rgb, 1.0), color, outline); # endif - fragColor = color; + fragColor = color; #else - fragColor = vec4(trans_color, 1.0 - trans_revealage); + fragColor = vec4(trans_color, 1.0 - trans_revealage); #endif } |