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authorAntonio Vazquez <blendergit@gmail.com>2020-03-09 18:27:24 +0300
committerAntonio Vazquez <blendergit@gmail.com>2020-03-09 18:27:24 +0300
commit29f3af95272590d26f610ae828b2eeee89c82a00 (patch)
treea696a58a2561c48f7ec6166e369e22081e0a64d8 /source/blender/draw/intern/shaders/common_view_lib.glsl
parentdcb93126876879d969a30a7865700abd072066f8 (diff)
GPencil: Refactor of Draw Engine, Vertex Paint and all internal functions
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl13
1 files changed, 10 insertions, 3 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 6605e1165d4..3faefd485bf 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -60,11 +60,11 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
vec2 perp = vec2(-edge.y, edge.x);
float dist = dot(perp, frag_co - edge_start);
/* Add 0.1 to diffenrentiate with cleared pixels. */
- return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 0.0);
+ return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0);
}
else {
/* Default line if the origin is perfectly aligned with a pixel. */
- return vec4(1.0, 0.0, 0.5 + 0.1, 0.0);
+ return vec4(1.0, 0.0, 0.5 + 0.1, 1.0);
}
}
@@ -89,7 +89,14 @@ uniform int baseInstance;
# define instanceId gl_InstanceID
# endif
-# define resource_id (baseInstance + instanceId)
+# ifdef UNIFORM_RESOURCE_ID
+/* This is in the case we want to do a special instance drawcall but still want to have the
+ * right resourceId and all the correct ubo datas. */
+uniform int resourceId;
+# define resource_id resourceId
+# else
+# define resource_id (baseInstance + instanceId)
+# endif
/* Use this to declare and pass the value if
* the fragment shader uses the resource_id. */