25 bool enabled_ =
false;
30 enabled_ =
state.xray_enabled && (
state.xray_opacity > 0.0f) &&
60 manager.
submit(xray_fade_ps_);
void GPU_framebuffer_bind(GPUFrameBuffer *framebuffer)
void submit(PassSimple &pass, View &view)
void bind_texture(const char *name, GPUTexture *texture, GPUSamplerState state=sampler_auto)
void draw_procedural(GPUPrimType primitive, uint instance_len, uint vertex_len, uint vertex_first=-1, ResourceHandle handle={0}, uint custom_id=0)
void state_set(DRWState state, int clip_plane_count=0)
void framebuffer_set(GPUFrameBuffer **framebuffer)
void push_constant(const char *name, const float &data)
void shader_set(GPUShader *shader)
void begin_sync(Resources &res, State &state)
void draw(Framebuffer &framebuffer, Manager &manager, View &)
detail::Pass< command::DrawCommandBuf > PassSimple
Framebuffer overlay_color_only_fb
TextureFromPool xray_depth_tx
TextureRef depth_in_front_tx
const SelectionType selection_type