editor icons are darker when they are behind some scene geom
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a24f2c853e
commit
482a2f85f9
2 changed files with 22 additions and 6 deletions
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@ -1,3 +1,5 @@
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include "pipelines/common.glsl"
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texture_slot {
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name = "Albedo",
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default_texture = "textures/common/white.tga"
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@ -16,10 +18,13 @@ vertex_shader [[
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const vec2 a_uv = vec2(0, 0);
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#endif
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layout (location = 0) out vec2 v_uv;
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layout (location = 1) out vec3 v_wpos;
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void main() {
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v_uv = a_uv;
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gl_Position = u_camera_projection * u_camera_view * u_model * vec4(a_position, 1);
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vec4 p = u_camera_view * u_model * vec4(a_position, 1);
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v_wpos = p.xyz;
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gl_Position = u_camera_projection * p;
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}
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]]
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@ -27,15 +32,20 @@ vertex_shader [[
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fragment_shader [[
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layout (binding=0) uniform sampler2D u_albedomap;
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layout (binding=1) uniform sampler2D u_gbuffer_depth;
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layout (location = 0) in vec2 v_uv;
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layout (location = 1) in vec3 v_wpos;
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layout(location = 0) out vec4 o_color;
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void main() {
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vec2 screen_uv = gl_FragCoord.xy / u_framebuffer_size;
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vec3 wpos = getViewPosition(u_gbuffer_depth, u_camera_inv_view_projection, screen_uv);
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vec4 albedo = texture(u_albedomap, v_uv);
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#ifdef ALPHA_CUTOUT
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if(albedo.a < 0.5) discard;
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#endif
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o_color.rgb = albedo.rgb;
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o_color.w = 1;
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o_color.a = 1;
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if(length(wpos) < length(v_wpos)) o_color.rgb *= 0.25;
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}
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]]
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@ -270,9 +270,11 @@ function main()
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end
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debugPass(res, shadowmap)
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local icon_ds = -1
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if SCENE_VIEW ~= nil then
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icon_ds = createRenderbuffer(1, 1, true, "depth24stencil8", "icon_ds")
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pass(getCameraParams())
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setRenderTargets(res, gbuffer_depth)
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setRenderTargets(res, icon_ds)
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clear(CLEAR_DEPTH, 0, 0, 0, 1, 0)
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renderGizmos()
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end
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@ -280,11 +282,15 @@ function main()
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render2D()
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if SCENE_VIEW ~= nil then
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if enable_icons then
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renderIcons()
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end
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renderDebugShapes()
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renderSelectionOutline(res)
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if enable_icons then
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setRenderTargets(res, icon_ds)
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bindRenderbuffers({
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gbuffer_depth,
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}, 1)
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renderIcons()
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end
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end
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setOutput(res)
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