diff --git a/plugins/SolidView/xray_composite.shader b/plugins/SolidView/xray_composite.shader index e3ac2162a7..9e8d1545a4 100644 --- a/plugins/SolidView/xray_composite.shader +++ b/plugins/SolidView/xray_composite.shader @@ -30,6 +30,7 @@ fragment = uniform vec4 u_outline_color; uniform vec4 u_error_color; uniform vec4 u_background_color; + uniform float u_xray_error_strength; const vec3 x_axis = vec3(1.0, 0.0, 0.0); const vec3 y_axis = vec3(0.0, 1.0, 0.0); @@ -39,6 +40,13 @@ fragment = float kernel[9]; + float hash12(vec2 p) + { + vec2 pp = p * 1234.3; + vec2 p2 = fract(pp) + fract(dot(pp, pp.yx + vec2(12.0,51.0))); + return fract(fract(p2.x * p2.y) * 123.312); + } + void main() { kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; @@ -53,7 +61,14 @@ fragment = float intersection_count = (texture2D(u_layer2, v_uvs).r * 255.0) / 5.0; if(mod(intersection_count, 2.0) >= 1.0) { - result = u_error_color; + if (hash12(v_uvs) > 0.5) + { + result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_error_color; + } + else + { + result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * (vec4(1.0) - u_error_color); + } } vec4 sum = vec4(0.0); @@ -102,6 +117,7 @@ fragment41core = uniform vec4 u_outline_color; uniform vec4 u_error_color; uniform vec4 u_background_color; + uniform float u_xray_error_strength; const vec3 x_axis = vec3(1.0, 0.0, 0.0); const vec3 y_axis = vec3(0.0, 1.0, 0.0); @@ -112,6 +128,13 @@ fragment41core = float kernel[9]; + float hash12(vec2 p) + { + vec2 pp = p * 1234.3; + vec2 p2 = fract(pp) + fract(dot(pp, pp.yx + vec2(12.0,51.0))); + return fract(fract(p2.x * p2.y) * 123.312); + } + void main() { kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0; @@ -126,7 +149,14 @@ fragment41core = float intersection_count = (texture(u_layer2, v_uvs).r * 255.0) / 5.0; if(mod(intersection_count, 2.0) >= 1.0) { - result = u_error_color; + if (hash12(v_uvs) > 0.5) + { + result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * u_error_color; + } + else + { + result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * (vec4(1.0) - u_error_color); + } } vec4 sum = vec4(0.0); @@ -157,6 +187,7 @@ u_background_color = [0.965, 0.965, 0.965, 1.0] u_outline_strength = 1.0 u_outline_color = [0.05, 0.66, 0.89, 1.0] u_error_color = [1.0, 0.0, 0.0, 1.0] +u_xray_error_strength = 0.4 [bindings]