From e6605d5f3746c1610b4f6e976c7e29074e82c3cd Mon Sep 17 00:00:00 2001 From: Alexander Gavrilov Date: Thu, 29 Nov 2018 17:51:25 +0300 Subject: Fix depth offset in paint mode wireframe. The original offset was wrong because it applied a constant to homogenous coordinates (the actual depth is z/w), which broke totally if near clip distance was reduced. A correct depth offset has to take slope into account like glPolygonOffset in order to avoid dotted lines caused by interpolation precision variations. When drawing wire lines however only the slope of the line itself is accessible, so also generally increase the offset when the object is close. --- source/blender/draw/modes/shaders/paint_wire_frag.glsl | 3 +++ source/blender/draw/modes/shaders/paint_wire_vert.glsl | 3 --- 2 files changed, 3 insertions(+), 3 deletions(-) (limited to 'source') diff --git a/source/blender/draw/modes/shaders/paint_wire_frag.glsl b/source/blender/draw/modes/shaders/paint_wire_frag.glsl index b6637fea308..c5d6198fc21 100644 --- a/source/blender/draw/modes/shaders/paint_wire_frag.glsl +++ b/source/blender/draw/modes/shaders/paint_wire_frag.glsl @@ -11,6 +11,9 @@ void main() discard; } + /* Apply depth offset by taking slope and distance into account. */ + gl_FragDepth = gl_FragCoord.z - mix(exp2(-10), exp2(-23), gl_FragCoord.z) - 2.0 * fwidth(gl_FragCoord.z); + #ifdef VERTEX_MODE vec4 colSel = colorEdgeSelect; colSel.rgb = clamp(colSel.rgb - 0.2, 0.0, 1.0); diff --git a/source/blender/draw/modes/shaders/paint_wire_vert.glsl b/source/blender/draw/modes/shaders/paint_wire_vert.glsl index 6a800e56d94..253c21745e2 100644 --- a/source/blender/draw/modes/shaders/paint_wire_vert.glsl +++ b/source/blender/draw/modes/shaders/paint_wire_vert.glsl @@ -10,8 +10,5 @@ void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); - /* Temp hack for william to start using blender 2.8 for icons. Will be removed by T54910 */ - gl_Position.z -= 0.0001; - finalFlag = data; } -- cgit v1.2.3