Commit: 453e6b7e7450d8b9036ae1bec160fe4613132a4e
Author: Antonio Vazquez
Date:   Sun Jun 18 21:01:00 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB453e6b7e7450d8b9036ae1bec160fe4613132a4e

Add mid range for zfight

===================================================================

M       source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
M       source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl

===================================================================

diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl 
b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index d699331fb61..64b95791713 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -197,14 +197,14 @@ void main()
        }
        if (xraymode == GP_XRAY_3DSPACE) {
                float factor;
-               if (obj_zdepth < ZFIGHT_LIMIT_MID) {
-                       factor = ZFIGHT_SHIFT_LOW;
+               if (obj_zdepth < ZFIGHT_LIMIT_HIG) {
+                       factor = ZFIGHT_SHIFT_HIG;
                }
-               else if (obj_zdepth < ZFIGHT_LIMIT_HIG){
+               else if (obj_zdepth < ZFIGHT_LIMIT_MID) {
                        factor = ZFIGHT_SHIFT_MID;
                }
                else {
-                       factor = ZFIGHT_SHIFT_HIG;
+                       factor = ZFIGHT_SHIFT_LOW;
                }
                gl_FragDepth = gl_FragCoord.z - (sort * factor);
        }
diff --git 
a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl 
b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
index ca58c7b5573..0ee8e970914 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_geom.glsl
@@ -37,14 +37,14 @@ float getZdepth(vec4 point)
        }
        if (xraymode == GP_XRAY_3DSPACE) {
                float factor;
-               if (obj_zdepth < ZFIGHT_LIMIT_MID) {
-                       factor = ZFIGHT_SHIFT_LOW;
+               if (obj_zdepth < ZFIGHT_LIMIT_HIG) {
+                       factor = ZFIGHT_SHIFT_HIG;
                }
-               else if (obj_zdepth < ZFIGHT_LIMIT_HIG){
+               else if (obj_zdepth < ZFIGHT_LIMIT_MID) {
                        factor = ZFIGHT_SHIFT_MID;
                }
                else {
-                       factor = ZFIGHT_SHIFT_HIG;
+                       factor = ZFIGHT_SHIFT_LOW;
                }
                return (point.z / point.w)  - ((sort + 12) * factor);
        }

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