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source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
| Show All 10 Lines | |||||
| */ | */ | ||||
| void main(void) | void main(void) | ||||
| { | { | ||||
| const float start_gradient_threshold = 0.35; | const float start_gradient_threshold = 0.35; | ||||
| const float end_gradient_threshold = 0.65; | const float end_gradient_threshold = 0.65; | ||||
| #ifdef USE_INSTANCE | #ifdef USE_INSTANCE | ||||
| # define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]]) | # define colStart (colid_doarrow[0] < 3u ? start_color : node_link_data.colors[colid_doarrow[0]]) | ||||
| # define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]]) | # define colEnd (colid_doarrow[1] < 3u ? end_color : node_link_data.colors[colid_doarrow[1]]) | ||||
| # define colShadow node_link_data.colors[colid_doarrow[2]] | # define colShadow node_link_data.colors[colid_doarrow[2]] | ||||
| # define doArrow (colid_doarrow[3] != 0) | # define doArrow (colid_doarrow[3] != 0u) | ||||
| # define doMuted (domuted[0] != 0) | # define doMuted (domuted[0] != 0u) | ||||
| #else | #else | ||||
| vec2 P0 = node_link_data.bezierPts[0].xy; | vec2 P0 = node_link_data.bezierPts[0].xy; | ||||
| vec2 P1 = node_link_data.bezierPts[1].xy; | vec2 P1 = node_link_data.bezierPts[1].xy; | ||||
| vec2 P2 = node_link_data.bezierPts[2].xy; | vec2 P2 = node_link_data.bezierPts[2].xy; | ||||
| vec2 P3 = node_link_data.bezierPts[3].xy; | vec2 P3 = node_link_data.bezierPts[3].xy; | ||||
| bool doArrow = node_link_data.doArrow; | bool doArrow = node_link_data.doArrow; | ||||
| bool doMuted = node_link_data.doMuted; | bool doMuted = node_link_data.doMuted; | ||||
| float dim_factor = node_link_data.dim_factor; | float dim_factor = node_link_data.dim_factor; | ||||
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