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source/blender/draw/modes/shaders/paint_face_vert.glsl
- This file was copied to source/blender/draw/modes/shaders/paint_face_selection_vert.glsl.
| in vec3 pos; | in vec3 pos; | ||||
| in vec4 nor; /* select flag on the 4th component */ | |||||
| void main() | void main() | ||||
| { | { | ||||
| vec3 world_pos = point_object_to_world(pos); | vec3 world_pos = point_object_to_world(pos); | ||||
| gl_Position = point_world_to_ndc(world_pos); | gl_Position = point_world_to_ndc(world_pos); | ||||
| /* Don't draw faces that are selected. */ | |||||
| if (nor.w > 0.0) { | |||||
fclem: Isn't this still needed? | |||||
Done Inline ActionsI seems to be that there is wrong interpretation of the diff.... will update jbakker: I seems to be that there is wrong interpretation of the diff.... will update | |||||
Done Inline ActionsAh. this is not needed we are looking to the paint_face_vert.glsl this shader only draws the missing texture color. jbakker: Ah. this is not needed we are looking to the `paint_face_vert.glsl` this shader only draws the… | |||||
| gl_Position = vec4(0.0, 0.0, 0.0, 1.0); | |||||
| } | |||||
| else { | |||||
| #ifdef USE_WORLD_CLIP_PLANES | #ifdef USE_WORLD_CLIP_PLANES | ||||
| world_clip_planes_calc_clip_distance(world_pos); | world_clip_planes_calc_clip_distance(world_pos); | ||||
| #endif | #endif | ||||
| } | } | ||||
| } | No newline at end of file | ||||
Isn't this still needed?