Welcome to mirror list, hosted at ThFree Co, Russian Federation.

workbench_forward_composite_frag.glsl « shaders « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 0a4d64b37adf3895bdf943f10ef461d0bb1f38c3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
out vec4 fragColor;

uniform usampler2D objectId;
uniform sampler2D transparentAccum;
uniform sampler2D transparentRevealage;
uniform vec2 invertedViewportSize;

#ifndef ALPHA_COMPOSITE
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;

  /* 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);

  fragColor.a = 1.0 - trans_revealage;
  fragColor.rgb = trans_color * fragColor.a;

#ifdef V3D_SHADING_OBJECT_OUTLINE
  uint object_id = texelFetch(objectId, texel, 0).r;
  float outline = calculate_object_outline(objectId, texel, object_id);
  fragColor = mix(vec4(world_data.object_outline_color.rgb, 1.0), fragColor, outline);
#endif
}