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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 15:55:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 16:35:49 +0300 |
commit | 3e241af3aec2bf03b0b558ca419ceb08d394a239 (patch) | |
tree | 1e956b6fee464a62b8af253614bf834688bc96ed /source/blender/draw/engines/overlay/shaders/wireframe_frag.glsl | |
parent | 0f521ca4d9622247a740312e3e318a35c1d85aa9 (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.glsl | 6 |
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; |