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source/blender/gpu/shaders/gpu_shader_2D_edituvs_facedots_vert.glsl
| uniform mat4 ModelViewProjectionMatrix; | uniform mat4 ModelViewProjectionMatrix; | ||||
| uniform vec4 vertColor; | uniform vec4 vertColor; | ||||
| uniform vec4 selectColor; | uniform vec4 selectColor; | ||||
| uniform float pointSize; | |||||
| in vec2 pos; | in vec2 pos; | ||||
| in int flag; | in int flag; | ||||
| out vec4 finalColor; | out vec4 finalColor; | ||||
| /* TODO: Port drawing to draw manager and | /* TODO: Port drawing to draw manager and | ||||
| * remove constants duplications. */ | * remove constants duplications. */ | ||||
| #define FACE_UV_SELECT (1 << 7) | #define FACE_UV_SELECT (1 << 7) | ||||
| void main() | void main() | ||||
| { | { | ||||
| gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); | gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); | ||||
| gl_PointSize = pointSize; | |||||
| finalColor = ((flag & FACE_UV_SELECT) != 0) ? selectColor : vertColor; | finalColor = ((flag & FACE_UV_SELECT) != 0) ? selectColor : vertColor; | ||||
| } | } | ||||