[Bf-blender-cvs] [a394f4e] blender2.8: OpenGL: edge shader discards fragments of unused edges
Mike Erwin
noreply at git.blender.org
Wed Oct 26 10:19:18 CEST 2016
Commit: a394f4e545f0ffaf0a65bdb492714a7d8d7a28e5
Author: Mike Erwin
Date: Wed Oct 26 03:57:14 2016 -0400
Branches: blender2.8
https://developer.blender.org/rBa394f4e545f0ffaf0a65bdb492714a7d8d7a28e5
OpenGL: edge shader discards fragments of unused edges
Discarded edges should not update depth buffer or blend with color buffer.
Geometry shader version will make this obsolete.
===================================================================
M source/blender/gpu/CMakeLists.txt
M source/blender/gpu/intern/gpu_shader.c
A source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
===================================================================
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 17bf77f..607d66b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -129,6 +129,7 @@ set(SRC
data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
+data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 6b6cdfb..2e1c3b7 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -49,6 +49,7 @@
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
+extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[];
extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
@@ -664,7 +665,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
if (!GG.shaders.edges_front_back_persp)
GG.shaders.edges_front_back_persp = GPU_shader_create(
datatoc_gpu_shader_edges_front_back_persp_vert_glsl,
- datatoc_gpu_shader_flat_color_frag_glsl,
+ datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.edges_front_back_persp;
break;
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
new file mode 100644
index 0000000..10b4c2a
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -0,0 +1,16 @@
+
+#if __VERSION__ == 120
+ flat varying vec4 finalColor;
+ #define fragColor gl_FragColor
+#else
+ flat in vec4 finalColor;
+ out vec4 fragColor;
+#endif
+
+void main()
+{
+ if (finalColor.a > 0.0)
+ fragColor = finalColor;
+ else
+ discard;
+}
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