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authorCampbell Barton <ideasman42@gmail.com>2019-07-07 06:43:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-07 06:54:25 +0300
commite68c8ba24edebc83b86c2fa06f1e74d47737261c (patch)
treef8febfda66bf57f313d29501003d0c2e9b662cb0 /source/blender/draw/engines/gpencil/shaders
parent7a6c50e79c0b9426addd538f2cd373850617e836 (diff)
Cleanup: rename gpencil chess -> checker
Match existing texture name.
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index 87bf116ff89..64bb70f2a3f 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -30,7 +30,7 @@ uniform vec4 wire_color;
#define SOLID 0
#define GRADIENT 1
#define RADIAL 2
-#define CHESS 3
+#define CHECKER 3
#define TEXTURE 4
#define PATTERN 5
@@ -103,7 +103,7 @@ void main()
texture_read_as_srgb(
myTexture, myTexturePremultiplied, clamp(rot_tex * texture_scale, 0.0, 1.0));
vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
- vec4 chesscolor;
+ vec4 checker_color;
/* wireframe with x-ray discard */
if ((viewport_xray == 1) && (shading_type[0] == OB_WIRE)) {
@@ -152,18 +152,18 @@ void main()
texture_flip,
fragColor);
}
- /* chessboard */
- if (fill_type == CHESS) {
+ /* Checkerboard */
+ if (fill_type == CHECKER) {
vec2 pos = rot / pattern_gridsize;
if ((fract(pos.x) < 0.5 && fract(pos.y) < 0.5) ||
(fract(pos.x) > 0.5 && fract(pos.y) > 0.5)) {
- chesscolor = (texture_flip == 0) ? finalColor : color2;
+ checker_color = (texture_flip == 0) ? finalColor : color2;
}
else {
- chesscolor = (texture_flip == 0) ? color2 : finalColor;
+ checker_color = (texture_flip == 0) ? color2 : finalColor;
}
/* mix with texture */
- fragColor = (texture_mix == 1) ? mix(chesscolor, text_color, mix_factor) : chesscolor;
+ fragColor = (texture_mix == 1) ? mix(checker_color, text_color, mix_factor) : checker_color;
fragColor.a *= layer_opacity;
}
/* texture */