GPencil: Reduce aliasing for subpixel lines

This commit is contained in:
Clément Foucault 2020-05-28 13:36:24 +02:00
parent 79e529c5ec
commit ff1040c6fe
Notes: blender-bot 2023-02-14 06:55:40 +01:00
Referenced by issue #77240, GPUShader: error: too many samplers in shader.
1 changed files with 9 additions and 3 deletions

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@ -317,7 +317,7 @@ vec2 safe_normalize_len(vec2 v, out float len)
}
}
float stroke_thickness_modulate(float thickness)
float stroke_thickness_modulate(float thickness, out float opacity)
{
/* Modify stroke thickness by object and layer factors.-*/
thickness *= thicknessScale;
@ -333,6 +333,11 @@ float stroke_thickness_modulate(float thickness)
/* World space point size. */
thickness *= thicknessWorldScale * ProjectionMatrix[1][1] * sizeViewport.y;
}
/* To avoid aliasing artifact, we clamp the line thickness and reduce its opacity. */
float min_thickness = gl_Position.w * 1.3;
opacity = smoothstep(0.0, gl_Position.w * 1.0, thickness);
thickness = max(min_thickness, thickness);
return thickness;
}
@ -414,8 +419,9 @@ void stroke_vertex()
vec2 line = safe_normalize_len(ss2 - ss1, line_len);
vec2 line_adj = safe_normalize((use_curr) ? (ss1 - ss_adj) : (ss_adj - ss2));
float small_line_opacity;
float thickness = abs((use_curr) ? thickness1 : thickness2);
thickness = stroke_thickness_modulate(thickness);
thickness = stroke_thickness_modulate(thickness, small_line_opacity);
finalUvs = vec2(x, y) * 0.5 + 0.5;
strokeHardeness = decode_hardness(use_curr ? hardness1 : hardness2);
@ -505,7 +511,7 @@ void stroke_vertex()
vec4 stroke_col = MATERIAL(m).stroke_color;
float mix_tex = MATERIAL(m).stroke_texture_mix;
color_output(stroke_col, vert_col, vert_strength, mix_tex);
color_output(stroke_col, vert_col, vert_strength * small_line_opacity, mix_tex);
matFlag = MATERIAL(m).flag & ~GP_FILL_FLAGS;
# endif