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authorjfons <joan.fonssanchez@gmail.com>2021-01-29 16:12:50 +0100
committerjfons <joan.fonssanchez@gmail.com>2021-02-01 22:19:54 +0100
commit73e62dffb909fcf47be23d4fa056e9039b7e561f (patch)
tree018eef6473d004aac5cff523431da21a9046db7f /scene
parent46de553473b4bea49176fb4316176a5662931160 (diff)
3D editor grid improvements
This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.
Diffstat (limited to 'scene')
-rw-r--r--scene/resources/material.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 445c0d9677..92d2fb1c6d 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -735,7 +735,7 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_SRGB_VERTEX_COLOR]) {
code += "\tif (!OUTPUT_IS_SRGB) {\n";
- code += "\t\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n";
+ code += "\t\tCOLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n";
code += "\t}\n";
}
if (flags[FLAG_USE_POINT_SIZE]) {