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source/blender/draw/intern/shaders/draw_debug_draw_display_vert.glsl
| /** | /** | ||||
| * Display debug edge list. | * Display debug edge list. | ||||
| **/ | **/ | ||||
| void main() | void main() | ||||
| { | { | ||||
| /* Skip the first vertex containing header data. */ | /* Skip the first vertex containing header data. */ | ||||
| DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 1]; | DRWDebugVert vert = drw_debug_verts_buf[gl_VertexID + 2]; | ||||
| vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2)); | vec3 pos = uintBitsToFloat(uvec3(vert.pos0, vert.pos1, vert.pos2)); | ||||
| vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0; | vec4 col = vec4((uvec4(vert.color) >> uvec4(0, 8, 16, 24)) & 0xFFu) / 255.0; | ||||
| interp.color = col; | interp.color = col; | ||||
| gl_Position = persmat * vec4(pos, 1.0); | gl_Position = persmat * vec4(pos, 1.0); | ||||
| } | } | ||||