25 bool enabled_ =
false;
30 enabled_ =
state.xray_enabled && (
state.xray_opacity > 0.0f) &&
46 pass.bind_texture(
"xrayDepthTex", &res.
depth_tx);
48 pass.push_constant(
"opacity", 1.0f -
state.xray_opacity);
60 manager.
submit(xray_fade_ps_);
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void submit(PassSimple &pass, View &view)
void begin_sync(Resources &res, State &state)
void draw(Framebuffer &framebuffer, Manager &manager, View &)
Framebuffer overlay_color_only_fb
TextureFromPool xray_depth_tx
TextureRef depth_in_front_tx
const SelectionType selection_type