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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-15 18:03:59 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-15 18:03:59 +0300
commit87cd4de3babdfcf3e7de43a4d8a6dc113f5fe3cc (patch)
treeeb8ba6698b865ff91acce86c9e8c2238f8a555a4 /source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
parenta95d417db0fe4ff18e22e833951a08805c7a91e7 (diff)
Workbench: Renamed Overlap to Outline
Outline is reserved for the Overlap Overlay
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index 09bdffe3299..fc5c085999c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -22,12 +22,12 @@ void main()
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
uint object_id = texelFetch(objectId, texel, 0).r;
-#ifndef V3D_SHADING_OBJECT_OVERLAP
+#ifndef V3D_SHADING_OBJECT_OUTLINE
if (object_id == NO_OBJECT_ID) {
fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0);
return;
}
-#else /* !V3D_SHADING_OBJECT_OVERLAP */
+#else /* !V3D_SHADING_OBJECT_OUTLINE */
float object_overlap = calculate_object_overlap(objectId, texel, object_id);
if (object_id == NO_OBJECT_ID) {
@@ -40,7 +40,7 @@ void main()
}
return;
}
-#endif /* !V3D_SHADING_OBJECT_OVERLAP */
+#endif /* !V3D_SHADING_OBJECT_OUTLINE */
vec4 diffuse_color = texelFetch(colorBuffer, texel, 0);
/* Do we need normals */
@@ -76,8 +76,8 @@ void main()
shaded_color *= light_multiplier;
-#ifdef V3D_SHADING_OBJECT_OVERLAP
+#ifdef V3D_SHADING_OBJECT_OUTLINE
shaded_color = mix(objectOverlapColor, shaded_color, object_overlap);
-#endif /* V3D_SHADING_OBJECT_OVERLAP */
+#endif /* V3D_SHADING_OBJECT_OUTLINE */
fragColor = vec4(shaded_color, 1.0);
}