This make the workbench draw everything in the background routine just like eevee. This is because the workbench uses floating point buffers too and rendering background to this buffer makes it incorrect without proper color management. This could be improved because in xray the background is not blended but dithered as it's drawn after the main pass.
		
			
				
	
	
		
			15 lines
		
	
	
		
			320 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			15 lines
		
	
	
		
			320 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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uniform mat4 ModelViewProjectionMatrix;
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/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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void main()
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{
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	gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
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	gl_Position.z = 1.0;
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	texCoord_interp = texCoord;
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}
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