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authorClément Foucault <foucault.clem@gmail.com>2019-12-02 15:55:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-12-02 16:35:49 +0300
commit3e241af3aec2bf03b0b558ca419ceb08d394a239 (patch)
tree1e956b6fee464a62b8af253614bf834688bc96ed /source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
parent0f521ca4d9622247a740312e3e318a35c1d85aa9 (diff)
Overlay Engine: Wireframe: Remove geometry shader and fragment discard
This Simplify and should also speedup the drawing a tiny bit. We now discard the edges in the vertex shader by setting one of the verts at vec4(0,0,0,0) to not produce any fragment
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl')
-rw-r--r--source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl6
1 files changed, 0 insertions, 6 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
index 39d0012574c..0c6a3a651b9 100644
--- a/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl
@@ -1,7 +1,5 @@
in vec3 finalColor;
-flat in float edgeSharpness;
-
flat in vec2 edgeStart;
noperspective in vec2 edgePos;
@@ -10,10 +8,6 @@ layout(location = 1) out vec4 lineOutput;
void main()
{
- if (edgeSharpness < 0.0) {
- discard;
- }
-
lineOutput = pack_line_data(gl_FragCoord.xy, edgeStart, edgePos);
fragColor.rgb = finalColor;
fragColor.a = 1.0;