Eevee: Fix some issues
Fix issue with manipulator contributing to depth. Fix blender internal shader.
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@ -688,6 +688,7 @@ static void EEVEE_draw_scene(void *vedata)
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DRW_framebuffer_texture_detach(dtxl->depth);
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DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0);
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DRW_framebuffer_bind(fbl->main);
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DRW_framebuffer_clear(false, true, false, NULL, 1.0f);
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DRW_draw_pass(psl->background_pass);
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DRW_draw_pass(psl->depth_pass);
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@ -1,6 +1,4 @@
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mat4 ViewProjectionMatrixInverse;
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in vec2 pos;
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out vec3 varposition;
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@ -2605,11 +2605,11 @@ void DRW_draw_render_loop(
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DRW_engines_draw_text();
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/* needed so manipulator isn't obscured */
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glClear(GL_DEPTH_BUFFER_BIT);
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if (DST.draw_ctx.evil_C) {
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/* needed so manipulator isn't obscured */
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glDisable(GL_DEPTH_TEST);
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DRW_draw_manipulator();
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glEnable(GL_DEPTH_TEST);
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DRW_draw_region_info();
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}
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@ -3896,6 +3896,9 @@ void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_f
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f0 = mix(dielectric, basecol, metallic);
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}
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/* TODO : clean this ifdef mess */
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/* EEVEE output */
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#ifdef PROBE_CAPTURE
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void world_normals_get(out vec3 N)
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{
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N = gl_FrontFacing ? worldNormal : -worldNormal;
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@ -3919,6 +3922,7 @@ void node_output_specular(
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{
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result = vec4(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp);
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}
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#endif
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/* ********************** matcap style render ******************** */
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