[Bf-blender-cvs] [382b5f9d594] greasepencil-object: Use zdepth of the position in geometry shader
Antonio Vazquez
noreply at git.blender.org
Fri May 19 16:49:01 CEST 2017
Commit: 382b5f9d59420e85bc071ee483ad4026739b085e
Author: Antonio Vazquez
Date: Fri May 19 16:48:37 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB382b5f9d59420e85bc071ee483ad4026739b085e
Use zdepth of the position in geometry shader
===================================================================
M source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
===================================================================
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 bc20dba8918..ef1280f91c6 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -17,10 +17,10 @@ vec2 toScreenSpace(vec4 vertex)
}
/* get zdepth value (0 Near, 1 Far) */
-float getZdepth(float point)
+float getZdepth(vec4 point)
{
/* TODO: add xray support */
- return 0.0;
+ return point.z / point.w;
}
void main(void)
@@ -79,17 +79,17 @@ void main(void)
if (dot(v0, n1) > 0) {
mTexCoord = vec2(0, 0);
mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0);
mColor = finalColor[1];
- gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0.5);
mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
@@ -97,17 +97,17 @@ void main(void)
else {
mTexCoord = vec2(0, 1);
mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 1);
mColor = finalColor[1];
- gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0.5);
mColor = finalColor[1];
- gl_Position = vec4(sp1 / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
@@ -122,22 +122,22 @@ void main(void)
/* generate the triangle strip */
mTexCoord = vec2(0, 0);
mColor = finalColor[1];
- gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 1);
mColor = finalColor[1];
- gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1.z), 1.0);
+ gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
mTexCoord = vec2(0, 0);
mColor = finalColor[2];
- gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2.z), 1.0);
+ gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
mTexCoord = vec2(0, 1);
mColor = finalColor[2];
- gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2.z), 1.0);
+ gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
EndPrimitive();
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