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source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
| Show All 12 Lines | if (p.z < -p.w) { | ||||
| p = p + (q - p) * A; | p = p + (q - p) * A; | ||||
| } | } | ||||
| return p; | return p; | ||||
| } | } | ||||
| void do_vertex(const int i, vec4 pos, vec2 ofs) | void do_vertex(const int i, vec4 pos, vec2 ofs) | ||||
| { | { | ||||
| #if defined(UNIFORM) | #if defined(UNIFORM) | ||||
| interp_out.color = color; | interp_out.final_color = color; | ||||
| #elif defined(FLAT) | #elif defined(FLAT) | ||||
| /* WATCH: Assuming last provoking vertex. */ | /* WATCH: Assuming last provoking vertex. */ | ||||
| interp_out.color = interp_in[1].color; | interp_out.final_color = interp_in[1].final_color; | ||||
| #elif defined(SMOOTH) | #elif defined(SMOOTH) | ||||
| interp_out.color = interp_in[i].color; | interp_out.final_color = interp_in[i].final_color; | ||||
| #endif | #endif | ||||
| #ifdef CLIP | #ifdef CLIP | ||||
| interp_out.clip = interp_in[i].clip; | interp_out.clip = interp_in[i].clip; | ||||
| #endif | #endif | ||||
| interp_out.smoothline = (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; | interp_out.smoothline = (lineWidth + SMOOTH_WIDTH * float(lineSmooth)) * 0.5; | ||||
| gl_Position = pos; | gl_Position = pos; | ||||
| Show All 29 Lines | |||||