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source/blender/draw/modes/shaders/paint_texture_vert.glsl
| in vec2 u; /* active uv map */ | |||||
| in vec3 pos; | in vec3 pos; | ||||
| #ifdef TEXTURE_PAINT_MASK | |||||
| in vec2 mu; /* masking uv map */ | in vec2 mu; /* masking uv map */ | ||||
| #endif | |||||
| out vec2 uv_interp; | |||||
| #ifdef TEXTURE_PAINT_MASK | |||||
| out vec2 masking_uv_interp; | out vec2 masking_uv_interp; | ||||
| #endif | |||||
| 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); | ||||
| uv_interp = u; | |||||
| #ifdef TEXTURE_PAINT_MASK | |||||
| masking_uv_interp = mu; | masking_uv_interp = mu; | ||||
| #endif | |||||
| #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 | ||||
| } | } | ||||