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authorClément Foucault <foucault.clem@gmail.com>2018-09-26 01:48:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-26 01:49:50 +0300
commit5158da9e372228dfa880d818cd369a1730358de2 (patch)
tree2074e297ecb434eae591f1917617d70bfcfcbfd5 /source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
parentc9d0873e90acd8505ab984c5070f2f7890a29b5d (diff)
Curve Edit: Cleanup/Improve/Fix handles drawing
Now handles are drawn using index buffer instead of duplicating memory requirement. Also make use of shader tricks to draw handles antialiased, and respond to UI scalling. Make vertex point match edit mesh vertex size.
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl15
1 files changed, 15 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
new file mode 100644
index 00000000000..d3f9deedf0c
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_handle_vert.glsl
@@ -0,0 +1,15 @@
+
+/* Draw Curve Handles */
+
+uniform mat4 ModelViewProjectionMatrix;
+
+in vec3 pos;
+in int data;
+
+flat out int vertFlag;
+
+void main()
+{
+ gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vertFlag = data;
+}