diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 5e6c10ef3f5..0ab5691b5a1 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -688,6 +688,7 @@ static void EEVEE_draw_scene(void *vedata) DRW_framebuffer_texture_detach(dtxl->depth); DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); DRW_framebuffer_bind(fbl->main); + DRW_framebuffer_clear(false, true, false, NULL, 1.0f); DRW_draw_pass(psl->background_pass); DRW_draw_pass(psl->depth_pass); diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl index e70ffe4d2f0..9b43d563d7c 100644 --- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl @@ -1,6 +1,4 @@ -mat4 ViewProjectionMatrixInverse; - in vec2 pos; out vec3 varposition; diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 427ebbab71e..0f8406ff509 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2605,11 +2605,11 @@ void DRW_draw_render_loop( DRW_engines_draw_text(); - /* needed so manipulator isn't obscured */ - glClear(GL_DEPTH_BUFFER_BIT); - if (DST.draw_ctx.evil_C) { + /* needed so manipulator isn't obscured */ + glDisable(GL_DEPTH_TEST); DRW_draw_manipulator(); + glEnable(GL_DEPTH_TEST); DRW_draw_region_info(); } diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index de8c6056ff9..c021fe26ad4 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -3896,6 +3896,9 @@ void convert_metallic_to_specular(vec4 basecol, float metallic, float specular_f f0 = mix(dielectric, basecol, metallic); } +/* TODO : clean this ifdef mess */ +/* EEVEE output */ +#ifdef PROBE_CAPTURE void world_normals_get(out vec3 N) { N = gl_FrontFacing ? worldNormal : -worldNormal; @@ -3919,6 +3922,7 @@ void node_output_specular( { result = vec4(eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion) + emissive.rgb, 1.0 - transp); } +#endif /* ********************** matcap style render ******************** */