Workbench: Attenuate dithering effect when using viewport render

Quick hack to get rid of most of the noise when doing a viewport render in
xray or wireframe mode.
This commit is contained in:
Clément Foucault 2018-10-31 00:45:57 +01:00
parent d86e77ac16
commit 4e23c69bfa
2 changed files with 9 additions and 1 deletions

View File

@ -9,6 +9,7 @@ const vec4 dither_mat[4] = vec4[4](
);
uniform float threshold = 0.5;
uniform float offset = 0.0;
/* Noise dithering pattern
* 0 - Bayer matrix
@ -24,7 +25,7 @@ void main()
#elif NOISE == 1
/* Interlieved gradient noise by Jorge Jimenez
* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */
float noise = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
float noise = fract(offset + 52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));
#else
#error
#endif

View File

@ -363,8 +363,14 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
/* Checker Depth */
{
static float noise_offset = 0.0f;
float blend_threshold = 0.0f;
if (DRW_state_is_image_render()) {
/* TODO: Should be based on the number of samples used for render. */
noise_offset = fmodf(noise_offset + 1.0f/8.0f, 1.0f);
}
if (wpd->shading.flag & XRAY_FLAG(wpd)) {
blend_threshold = 0.75f - XRAY_ALPHA(wpd) * 0.5f;
}
@ -379,6 +385,7 @@ void workbench_forward_engine_init(WORKBENCH_Data *vedata)
grp = DRW_shgroup_create(e_data.checker_depth_sh, psl->checker_depth_pass);
DRW_shgroup_call_add(grp, DRW_cache_fullscreen_quad_get(), NULL);
DRW_shgroup_uniform_float_copy(grp, "threshold", blend_threshold);
DRW_shgroup_uniform_float_copy(grp, "offset", noise_offset);
}
}