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authorClément Foucault <foucault.clem@gmail.com>2020-05-29 12:14:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-05-29 12:59:40 +0300
commit1d2b89304ac33993c29f53ebdd41cc84056982d1 (patch)
tree4f06b12b57a0011c2bfef5da907c9eadf4d7d0e7 /source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
parentff1040c6fefc4c54fef243635a915edf3f40355a (diff)
Fix T77130: Visually broken/stepped wireframe in object mode (regression)
Create a new shader for the selection fix. Differential Revision: https://developer.blender.org/D7873
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
index 9598f8b2814..0fbf9ba8137 100644
--- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl
@@ -17,10 +17,12 @@ void main()
vec3 world_pos = point_object_to_world(pos);
gl_Position = point_world_to_ndc(world_pos);
+#ifdef SELECT_EDGES
/* HACK: to avoid loosing sub pixel object in selections, we add a bit of randomness to the
* wire to at least create one fragment that will pass the occlusion query. */
/* TODO(fclem) Limit this workaround to selection. It's not very noticeable but still... */
gl_Position.xy += sizeViewportInv.xy * gl_Position.w * ((gl_VertexID % 2 == 0) ? -1.0 : 1.0);
+#endif
stipple_coord = stipple_start = screen_position(gl_Position);
@@ -39,6 +41,10 @@ void main()
}
#endif
+#ifdef SELECT_EDGES
+ finalColor.a = 0.0; /* No Stipple */
+#endif
+
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance(world_pos);
#endif