diff options
author | Jeroen Bakker <jeroen@blender.org> | 2020-09-18 18:17:19 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-09-18 19:00:12 +0300 |
commit | 0cac3c79cc2298c5a704ec7b55a96292793f49b8 (patch) | |
tree | a8b178ebb2513caa0039463af2d9430b0e1934b5 /source/blender/draw/engines/image/shaders | |
parent | 6303cb7bd00701ddc66a55c1731cc70982005ae1 (diff) |
Fix T80927: UV Edges Not Visible When Repeat Image Active
When repeat image was active the image was drawn in the foreground
making most uv overlays not visible. This change creates a shared
defined value for repeating and not repeating images.
Diffstat (limited to 'source/blender/draw/engines/image/shaders')
-rw-r--r-- | source/blender/draw/engines/image/shaders/engine_image_vert.glsl | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl index 47bad8e4db0..dbc8105bcf5 100644 --- a/source/blender/draw/engines/image/shaders/engine_image_vert.glsl +++ b/source/blender/draw/engines/image/shaders/engine_image_vert.glsl @@ -2,6 +2,8 @@ #define SIMA_DRAW_FLAG_DO_REPEAT (1 << 4) +#define DEPTH_IMAGE 0.75 + uniform int drawFlags; in vec3 pos; @@ -14,7 +16,7 @@ void main() vec3 image_pos = pos * 0.5 + 0.5; if ((drawFlags & SIMA_DRAW_FLAG_DO_REPEAT) != 0) { - gl_Position = vec4(pos.xy, 0.0, 1.0); + gl_Position = vec4(pos.xy, DEPTH_IMAGE, 1.0); uvs = point_view_to_object(image_pos).xy; } else { @@ -24,7 +26,7 @@ void main() * to detect if a transparency texture or the background color should be drawn. * Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4 * actual pixels are at 0.75, 1.0 is used for the background. */ - position.z = 0.75; + position.z = DEPTH_IMAGE; gl_Position = position; uvs = world_pos.xy; } |