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blender-archive/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
Jeroen Bakker fed6c1a970 Fix T62876: Camera Background Images
Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.

Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.

Reviewers: fclem, brecht

Differential Revision: https://developer.blender.org/D4638
2019-06-21 09:53:51 +02:00

48 lines
868 B
GLSL

flat in vec4 finalColor;
#ifndef USE_WIRE
in vec2 texCoord_interp;
#endif
out vec4 fragColor;
#ifndef USE_WIRE
uniform sampler2D image;
uniform bool imagePremultiplied;
#endif
uniform int depthMode;
uniform bool useAlphaTest;
void main()
{
#ifdef USE_WIRE
fragColor = finalColor;
#else
vec4 tex_col = texture_read_as_srgb(image, imagePremultiplied, texCoord_interp);
fragColor = finalColor * tex_col;
if (useAlphaTest) {
/* Arbitrary discard anything below 5% opacity.
* Note that this could be exposed to the User. */
if (tex_col.a < 0.05) {
discard;
}
else {
fragColor.a = 1.0;
}
}
#endif
if (depthMode == DEPTH_BACK) {
gl_FragDepth = 0.999999;
}
else if (depthMode == DEPTH_FRONT) {
gl_FragDepth = 0.000001;
}
else if (depthMode == DEPTH_UNCHANGED) {
gl_FragDepth = gl_FragCoord.z;
}
}