Fix T73741 Grid Floor render on top of Wireframe objects

Go for a bias towards background to avoid loosing wireframe objects.
This commit is contained in:
Clément Foucault 2020-04-23 22:21:22 +02:00
parent 54e1b63567
commit d0ff3434cf
Notes: blender-bot 2023-02-14 07:36:17 +01:00
Referenced by issue #77455, Scale gizmos cause complete freezes in Blender 2.83 on Intel graphics
Referenced by issue #76368, Blender Viewport Overlays Guides Floor Axes X-Y-Z error
Referenced by issue #73741, Grid Floor clips unselected mesh in Wireframe mode.
1 changed files with 4 additions and 5 deletions

View File

@ -227,21 +227,20 @@ void main()
}
}
/* Add a small bias so the grid will always
* be on top of a mesh with the same depth. */
float grid_depth = gl_FragCoord.z - 6e-8 - fwidth(gl_FragCoord.z);
float scene_depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
if ((gridFlag & GRID_BACK) != 0) {
fade *= (scene_depth == 1.0) ? 1.0 : 0.0;
}
else {
/* Add a small bias so the grid will always be below of a mesh with the same depth. */
float grid_depth = gl_FragCoord.z + 4.8e-7;
/* Manual, non hard, depth test:
* Progressively fade the grid below occluders
* (avoids popping visuals due to depth buffer precision) */
/* Harder settings tend to flicker more,
* but have less "see through" appearance. */
const float test_hardness = 1e7;
fade *= 1.0 - clamp((grid_depth - scene_depth) * test_hardness, 0.0, 1.0);
float bias = max(fwidth(gl_FragCoord.z), 2.4e-7);
fade *= linearstep(grid_depth, grid_depth + bias, scene_depth);
}
FragColor.a *= fade;