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author | Clément Foucault <foucault.clem@gmail.com> | 2022-06-02 22:08:05 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-06-02 22:08:05 +0300 |
commit | c15e913df87af34b381922b2a6951e9bc2baef6c (patch) | |
tree | eb170876f4d90322eae3cdf5c41541a3121ea939 /source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl | |
parent | 7f47f187c18626456a31e2f8d6fd1ee8b9bfd011 (diff) |
Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shaders
This is needed to avoid potential naming collision with other engines
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.glsl | 47 |
1 files changed, 0 insertions, 47 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 deleted file mode 100644 index cd217021e8f..00000000000 --- a/source/blender/draw/engines/overlay/shaders/extra_wire_vert.glsl +++ /dev/null @@ -1,47 +0,0 @@ - -#pragma BLENDER_REQUIRE(common_view_clipping_lib.glsl) -#pragma BLENDER_REQUIRE(common_view_lib.glsl) - -vec2 screen_position(vec4 p) -{ - return ((p.xy / p.w) * 0.5 + 0.5) * sizeViewport.xy; -} - -void main() -{ - vec3 world_pos = point_object_to_world(pos); - gl_Position = point_world_to_ndc(world_pos); - -#ifdef SELECT_EDGES - /* HACK: to avoid losing 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 += drw_view.viewport_size_inverse * gl_Position.w * - ((gl_VertexID % 2 == 0) ? -1.0 : 1.0); -#endif - - stipple_coord = stipple_start = screen_position(gl_Position); - -#ifdef OBJECT_WIRE - /* Extract data packed inside the unused mat4 members. */ - finalColor = vec4(ModelMatrix[0][3], ModelMatrix[1][3], ModelMatrix[2][3], ModelMatrix[3][3]); -#else - - if (colorid != 0) { - /* TH_CAMERA_PATH is the only color code at the moment. - * Checking `colorid != 0` to avoid having to sync its value with the GLSL code. */ - finalColor = colorCameraPath; - finalColor.a = 0.0; /* No Stipple */ - } - else { - finalColor = color; - finalColor.a = 1.0; /* Stipple */ - } -#endif - -#ifdef SELECT_EDGES - finalColor.a = 0.0; /* No Stipple */ -#endif - - view_clipping_distances(world_pos); -} |