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Diffstat (limited to 'source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
index 3c80f629d79..a0fdd55931f 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_frag.glsl
@@ -3,6 +3,7 @@
uniform mat4 ViewMatrixInverse;
uniform mat4 ProjectionMatrix;
+uniform float alpha = 0.4;
flat in vec3 finalStateColor;
flat in vec3 finalBoneColor;
@@ -73,8 +74,7 @@ void main()
float dither = (0.5 + dot(vec2(ivec2(gl_FragCoord.xy) & ivec2(1)), vec2(1.0, 2.0))) * 0.25;
dither *= (1.0 / 255.0); /* Assume 8bit per color buffer. */
- /* Hardcoded transparency factor. Less than shape to be less distractive. */
- fragColor = vec4(fragColor.rgb + dither, 0.4);
+ fragColor = vec4(fragColor.rgb + dither, alpha);
t /= ray_len;
gl_FragDepth = get_depth_from_view_z(ray_dir_view.z * t + ray_ori_view.z);