diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index 3f113fd4b2e..0062cbe17a2 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -6,6 +6,7 @@ #pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl) #pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl) +#ifndef WORKBENCH_SHADER_SHARED_H /* Revealage is actually stored in transparentAccum alpha channel. * This is a workaround to older hardware not having separate blend equation per render target. */ layout(location = 0) out vec4 transparentAccum; @@ -13,6 +14,7 @@ layout(location = 1) out vec4 revealageAccum; /* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */ layout(location = 2) out uint objectId; +#endif /* Special function only to be used with calculate_transparent_weight(). */ float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat) |