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source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
| #pragma BLENDER_REQUIRE(common_globals_lib.glsl) | #pragma BLENDER_REQUIRE(common_globals_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| uniform float pointSize; | uniform float pointSize; | ||||
| uniform float outlineWidth; | uniform float outlineWidth; | ||||
| uniform vec4 color; | |||||
| in vec2 au; | in vec2 au; | ||||
| in int flag; | in int flag; | ||||
| out vec4 fillColor; | out vec4 fillColor; | ||||
| out vec4 outlineColor; | out vec4 outlineColor; | ||||
| out vec4 radii; | out vec4 radii; | ||||
| /* TODO: Theme? */ | /* TODO: Theme? */ | ||||
| const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0); | const vec4 pinned_col = vec4(1.0, 0.0, 0.0, 1.0); | ||||
| void main() | void main() | ||||
| { | { | ||||
| bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0; | bool is_selected = (flag & (VERT_UV_SELECT | FACE_UV_SELECT)) != 0; | ||||
| bool is_pinned = (flag & VERT_UV_PINNED) != 0; | bool is_pinned = (flag & VERT_UV_PINNED) != 0; | ||||
| vec4 deselect_col = (is_pinned) ? pinned_col : vec4(colorWire.rgb, 1.0); | vec4 deselect_col = (is_pinned) ? pinned_col : vec4(color.rgb, 1.0); | ||||
| fillColor = (is_selected) ? colorVertexSelect : deselect_col; | fillColor = (is_selected) ? colorVertexSelect : deselect_col; | ||||
| outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0); | outlineColor = (is_pinned) ? pinned_col : vec4(fillColor.rgb, 0.0); | ||||
| vec3 world_pos = point_object_to_world(vec3(au, 0.0)); | vec3 world_pos = point_object_to_world(vec3(au, 0.0)); | ||||
| /* Move selected vertices to the top | /* Move selected vertices to the top | ||||
| * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 | * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 | ||||
| * actual pixels are at 0.75, 1.0 is used for the background. */ | * actual pixels are at 0.75, 1.0 is used for the background. */ | ||||
| float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15; | float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15; | ||||
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