[Bf-blender-cvs] [453e6b7e745] greasepencil-object: Add mid range for zfight
Antonio Vazquez
noreply at git.blender.org
Sun Jun 18 21:07:46 CEST 2017
Commit: 453e6b7e7450d8b9036ae1bec160fe4613132a4e
Author: Antonio Vazquez
Date: Sun Jun 18 21:01:00 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB453e6b7e7450d8b9036ae1bec160fe4613132a4e
Add mid range for zfight
===================================================================
M source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
M source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
===================================================================
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index d699331fb61..64b95791713 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -197,14 +197,14 @@ void main()
}
if (xraymode == GP_XRAY_3DSPACE) {
float factor;
- if (obj_zdepth < ZFIGHT_LIMIT_MID) {
- factor = ZFIGHT_SHIFT_LOW;
+ if (obj_zdepth < ZFIGHT_LIMIT_HIG) {
+ factor = ZFIGHT_SHIFT_HIG;
}
- else if (obj_zdepth < ZFIGHT_LIMIT_HIG){
+ else if (obj_zdepth < ZFIGHT_LIMIT_MID) {
factor = ZFIGHT_SHIFT_MID;
}
else {
- factor = ZFIGHT_SHIFT_HIG;
+ factor = ZFIGHT_SHIFT_LOW;
}
gl_FragDepth = gl_FragCoord.z - (sort * factor);
}
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
index ca58c7b5573..0ee8e970914 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -37,14 +37,14 @@ float getZdepth(vec4 point)
}
if (xraymode == GP_XRAY_3DSPACE) {
float factor;
- if (obj_zdepth < ZFIGHT_LIMIT_MID) {
- factor = ZFIGHT_SHIFT_LOW;
+ if (obj_zdepth < ZFIGHT_LIMIT_HIG) {
+ factor = ZFIGHT_SHIFT_HIG;
}
- else if (obj_zdepth < ZFIGHT_LIMIT_HIG){
+ else if (obj_zdepth < ZFIGHT_LIMIT_MID) {
factor = ZFIGHT_SHIFT_MID;
}
else {
- factor = ZFIGHT_SHIFT_HIG;
+ factor = ZFIGHT_SHIFT_LOW;
}
return (point.z / point.w) - ((sort + 12) * factor);
}
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