Overlay: Edit Mode: Fix wireframes being brighter because of linear blend
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@ -26,6 +26,14 @@ bool test_occlusion()
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return ndc.z > texture(depthTex, ndc.xy).r;
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}
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vec3 non_linear_blend_color(vec3 col1, vec3 col2, float fac)
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{
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col1 = pow(col1, vec3(1.0 / 2.2));
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col2 = pow(col2, vec3(1.0 / 2.2));
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vec3 col = mix(col1, col2, fac);
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return pow(col, vec3(2.2));
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}
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void main()
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{
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GPU_INTEL_VERTEX_SHADER_WORKAROUND
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@ -88,7 +96,8 @@ void main()
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float facing = dot(view_vec, view_normal);
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facing = 1.0 - abs(facing) * 0.2;
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finalColor.rgb = mix(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
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/* Do interpolation in a non-linear space to have a better visual result. */
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finalColor.rgb = non_linear_blend_color(colorEditMeshMiddle.rgb, finalColor.rgb, facing);
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#endif
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#ifdef USE_WORLD_CLIP_PLANES
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