Commit: 198be6f37b3ca8d65a026a7aeab7d8db4f3eb25e
Author: Clément Foucault
Date:   Sun May 27 10:50:39 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB198be6f37b3ca8d65a026a7aeab7d8db4f3eb25e

Grid: Fix T51813: Opaque grid on OSX.

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

M       source/blender/draw/modes/shaders/object_grid_frag.glsl

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

diff --git a/source/blender/draw/modes/shaders/object_grid_frag.glsl 
b/source/blender/draw/modes/shaders/object_grid_frag.glsl
index baf508fd854..2d0d637fc45 100644
--- a/source/blender/draw/modes/shaders/object_grid_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_grid_frag.glsl
@@ -32,19 +32,19 @@ uniform int gridFlag;
 
 #define GRID_LINE_SMOOTH 1.15
 
-float get_grid(vec3 co, vec3 fwidthCos, float grid_size)
+float get_grid(vec2 co, vec2 fwidthCos, float grid_size)
 {
        float half_size = grid_size / 2.0;
-       /* triangular wave pattern, amplitude is [0, grid_size] */
-       vec3 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
+       /* triangular wave pattern, amplitude is [0, half_size] */
+       vec2 grid_domain = abs(mod(co + half_size, grid_size) - half_size);
        /* modulate by the absolute rate of change of the coordinates
         * (make lines have the same width under perspective) */
        grid_domain /= fwidthCos;
 
        /* collapse waves and normalize */
-       grid_domain.x = min(grid_domain.x, min(grid_domain.y, grid_domain.z)) / 
grid_size;
+       grid_domain.x = min(grid_domain.x, grid_domain.y) / half_size;
 
-       return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, 
grid_domain.x);
+       return 1.0 - smoothstep(0.0, GRID_LINE_SMOOTH / grid_size, 
grid_domain.x * 0.5);
 }
 
 vec3 get_axes(vec3 co, vec3 fwidthCos, float line_size)
@@ -160,9 +160,23 @@ void main()
                float scaleB = gridScale * pow(gridSubdiv, max(lvl + 0.0, 0.0));
                float scaleC = gridScale * pow(gridSubdiv, max(lvl + 1.0, 1.0));
 
-               float gridA = get_grid(wPos, fwidthPos, scaleA);
-               float gridB = get_grid(wPos, fwidthPos, scaleB);
-               float gridC = get_grid(wPos, fwidthPos, scaleC);
+               vec2 grid_pos, grid_fwidth;
+               if ((gridFlag & PLANE_XZ) > 0) {
+                       grid_pos = wPos.xz;
+                       grid_fwidth = fwidthPos.xz;
+               }
+               else if ((gridFlag & PLANE_YZ) > 0) {
+                       grid_pos = wPos.yz;
+                       grid_fwidth = fwidthPos.yz;
+               }
+               else {
+                       grid_pos = wPos.xy;
+                       grid_fwidth = fwidthPos.xy;
+               }
+
+               float gridA = get_grid(grid_pos, grid_fwidth, scaleA);
+               float gridB = get_grid(grid_pos, grid_fwidth, scaleB);
+               float gridC = get_grid(grid_pos, grid_fwidth, scaleC);
 
                FragColor = vec4(colorGrid.rgb, gridA * blend);
                FragColor = mix(FragColor, vec4(mix(colorGrid.rgb, 
colorGridEmphasise.rgb, blend), 1.0), gridB);

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