Differential D16819 Diff 58769 source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl
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source/blender/draw/engines/overlay/shaders/overlay_edit_mesh_common_lib.glsl
| Show All 11 Lines | |||||
| vec4 EDIT_MESH_edge_color_inner(uint edge_flag) | vec4 EDIT_MESH_edge_color_inner(uint edge_flag) | ||||
| { | { | ||||
| vec4 color = colorWireEdit; | vec4 color = colorWireEdit; | ||||
| vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45); | vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45); | ||||
| color = ((edge_flag & EDGE_SELECTED) != 0u) ? color_select : color; | color = ((edge_flag & EDGE_SELECTED) != 0u) ? color_select : color; | ||||
| color = ((edge_flag & EDGE_ACTIVE) != 0u) ? colorEditMeshActive : color; | color = ((edge_flag & EDGE_ACTIVE) != 0u) ? colorEditMeshActive : color; | ||||
| color.a = (selectEdges || (edge_flag & (EDGE_SELECTED | EDGE_ACTIVE)) != 0) ? 1.0 : 0.7; | color.a = (selectEdges || (edge_flag & (EDGE_SELECTED | EDGE_ACTIVE)) != 0u) ? 1.0 : 0.7; | ||||
| return color; | return color; | ||||
| } | } | ||||
| vec4 EDIT_MESH_edge_vertex_color(uint vertex_flag) | vec4 EDIT_MESH_edge_vertex_color(uint vertex_flag) | ||||
| { | { | ||||
| vec4 color = colorWireEdit; | vec4 color = colorWireEdit; | ||||
| vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45); | vec4 color_select = (selectEdges) ? colorEdgeSelect : mix(colorEdgeSelect, colorWireEdit, .45); | ||||
| bool edge_selected = (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0u; | bool edge_selected = (vertex_flag & (VERT_ACTIVE | VERT_SELECTED)) != 0u; | ||||
| color = (edge_selected) ? color_select : color; | color = (edge_selected) ? color_select : color; | ||||
| color.a = (selectEdges || edge_selected) ? 1.0 : 0.7; | color.a = (selectEdges || edge_selected) ? 1.0 : 0.7; | ||||
| return color; | return color; | ||||
| } | } | ||||
| vec4 EDIT_MESH_vertex_color(uint vertex_flag, float vertex_crease) | vec4 EDIT_MESH_vertex_color(uint vertex_flag, float vertex_crease) | ||||
| { | { | ||||
| if ((vertex_flag & VERT_ACTIVE) != 0) { | if ((vertex_flag & VERT_ACTIVE) != 0u) { | ||||
| return vec4(colorEditMeshActive.xyz, 1.0); | return vec4(colorEditMeshActive.xyz, 1.0); | ||||
| } | } | ||||
| else if ((vertex_flag & VERT_SELECTED) != 0u) { | else if ((vertex_flag & VERT_SELECTED) != 0u) { | ||||
| return colorVertexSelect; | return colorVertexSelect; | ||||
| } | } | ||||
| else { | else { | ||||
| /* Full crease color if not selected nor active. */ | /* Full crease color if not selected nor active. */ | ||||
| if (vertex_crease > 0.0) { | if (vertex_crease > 0.0) { | ||||
| return mix(colorVertex, colorEdgeCrease, vertex_crease); | return mix(colorVertex, colorEdgeCrease, vertex_crease); | ||||
| } | } | ||||
| return colorVertex; | return colorVertex; | ||||
| } | } | ||||
| } | } | ||||
| vec4 EDIT_MESH_face_color(uint face_flag) | vec4 EDIT_MESH_face_color(uint face_flag) | ||||
| { | { | ||||
| vec4 color = colorFace; | vec4 color = colorFace; | ||||
| vec4 color_active = mix(colorFaceSelect, colorEditMeshActive, 0.5); | vec4 color_active = mix(colorFaceSelect, colorEditMeshActive, 0.5); | ||||
| color = ((face_flag & FACE_FREESTYLE) != 0u) ? colorFaceFreestyle : color; | color = ((face_flag & FACE_FREESTYLE) != 0u) ? colorFaceFreestyle : color; | ||||
| color = ((face_flag & FACE_SELECTED) != 0u) ? colorFaceSelect : color; | color = ((face_flag & FACE_SELECTED) != 0u) ? colorFaceSelect : color; | ||||
| color = ((face_flag & FACE_ACTIVE) != 0u) ? color_active : color; | color = ((face_flag & FACE_ACTIVE) != 0u) ? color_active : color; | ||||
| color.a *= ((face_flag & (FACE_FREESTYLE | FACE_SELECTED | FACE_ACTIVE)) == 0 || selectFaces) ? | color.a *= ((face_flag & (FACE_FREESTYLE | FACE_SELECTED | FACE_ACTIVE)) == 0u || selectFaces) ? | ||||
| 1.0 : | 1.0 : | ||||
| 0.5; | 0.5; | ||||
| return color; | return color; | ||||
| } | } | ||||
| vec4 EDIT_MESH_facedot_color(float facedot_flag) | vec4 EDIT_MESH_facedot_color(float facedot_flag) | ||||
| { | { | ||||
| if (facedot_flag < 0.0f) { | if (facedot_flag < 0.0f) { | ||||
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