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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.glsl36
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
}