[Bf-blender-cvs] [15862e19908] blender2.8: Workbench: Xray: Lower hairs opacity
Clément Foucault
noreply at git.blender.org
Sun Jun 10 19:56:46 CEST 2018
Commit: 15862e199087dec07b784d9af7aa23cdbbdcaff2
Author: Clément Foucault
Date: Sun Jun 10 15:46:10 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB15862e199087dec07b784d9af7aa23cdbbdcaff2
Workbench: Xray: Lower hairs opacity
Since hairs are very likely to owerflow the weight buffer, we divide their
alpha value by 3.
This might become a particle system setting if needed.
===================================================================
M source/blender/draw/engines/workbench/workbench_forward.c
===================================================================
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 8d67a936382..fb949cd02c9 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -420,7 +420,10 @@ static void workbench_forward_cache_populate_particles(WORKBENCH_Data *vedata, O
workbench_material_set_normal_world_matrix(shgrp, wpd, e_data.normal_world_matrix);
DRW_shgroup_uniform_block(shgrp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo);
- DRW_shgroup_uniform_float(shgrp, "alpha", &wpd->shading.xray_alpha, 1);
+ /* Hairs have lots of layer and can rapidly become the most prominent surface.
+ * So lower their alpha artificially. */
+ float hair_alpha = wpd->shading.xray_alpha * 0.33f;
+ DRW_shgroup_uniform_float_copy(shgrp, "alpha", hair_alpha);
if (image) {
GPUTexture *tex = GPU_texture_from_blender(image, NULL, GL_TEXTURE_2D, false, false, false);
DRW_shgroup_uniform_texture(shgrp, "image", tex);
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