This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
Clément Foucault 82b8c15684 Fix T81827: MacOS lines that should be thick are green instead
The issue was the use of alpha values of 0 when there were no blending
enabled.

This patch just disables the smoothing of the wires in this case.
2020-11-17 01:31:32 +01:00

28 lines
466 B
GLSL

uniform float lineWidth;
uniform bool lineSmooth = true;
in vec4 finalColor;
noperspective in float smoothline;
#ifdef CLIP
in float clip;
#endif
out vec4 fragColor;
#define SMOOTH_WIDTH 1.0
void main()
{
#ifdef CLIP
if (clip < 0.0) {
discard;
}
#endif
fragColor = finalColor;
if (lineSmooth) {
fragColor.a *= clamp((lineWidth + SMOOTH_WIDTH) * 0.5 - abs(smoothline), 0.0, 1.0);
}
fragColor = blender_srgb_to_framebuffer_space(fragColor);
}