Grid: Fix T51813: Opaque grid on OSX.

This commit is contained in:
Clément Foucault 2018-05-27 10:50:39 +02:00
parent aefc793a81
commit 198be6f37b
Notes: blender-bot 2023-02-14 06:53:18 +01:00
Referenced by issue #51813, Grid is opaque and different scale on macOS
1 changed files with 22 additions and 8 deletions

View File

@ -32,19 +32,19 @@ uniform int gridFlag;
#define GRID_LINE_SMOOTH 1.15
float get_grid(vec3 co, vec3 fwidthCos, float grid_size)
float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
{
float half_size = grid_size / 2.0;
/* triangular wave pattern, amplitude is [0, grid_size] */
vec3 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
/* triangular wave pattern, amplitude is [0, half_size] */
vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
/* modulate by the absolute rate of change of the coordinates
* (make lines have the same width under perspective) */
grid_domain /= fwidthCos;
/* collapse waves and normalize */
grid_domain.x = min(grid_domain.x, min(grid_domain.y, grid_domain.z)) / grid_size;
grid_domain.x = min(grid_domain.x, grid_domain.y) / half_size;
return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, grid_domain.x);
return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, grid_domain.x * 0.5);
}
vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
@ -160,9 +160,23 @@ void main()
float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
float gridA = get_grid(wPos, fwidthPos, scaleA);
float gridB = get_grid(wPos, fwidthPos, scaleB);
float gridC = get_grid(wPos, fwidthPos, scaleC);
vec2 grid_pos, grid_fwidth;
if ((gridFlag & PLANE_XZ) > 0) {
grid_pos = wPos.xz;
grid_fwidth = fwidthPos.xz;
}
else if ((gridFlag & PLANE_YZ) > 0) {
grid_pos = wPos.yz;
grid_fwidth = fwidthPos.yz;
}
else {
grid_pos = wPos.xy;
grid_fwidth = fwidthPos.xy;
}
float gridA = get_grid(grid_pos, grid_fwidth, scaleA);
float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
FragColor = vec4(colorGrid.rgb, gridA * blend);
FragColor = mix(FragColor, vec4(mix(colorGrid.rgb, colorGridEmphasise.rgb, blend), 1.0), gridB);