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authorClément Foucault <foucault.clem@gmail.com>2018-09-05 20:00:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-09-05 20:00:13 +0300
commit41997d171b75c1519cfe8d620d4fdf7d532f65d4 (patch)
treedaab70a01c49ad8ce9053c9f594cd42d5199a14e /source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
parent58a90dbd9708fc2ed67c6c298ed4230947b10fcd (diff)
Edit Mesh: Add back the option to not highlight selected faces/edges
Do note that we force showing the face dot if we are in face select mode but faces and edges overlays are disable to not loose the selected faces entirely.
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl16
1 files changed, 6 insertions, 10 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
index f0981cca9e7..87ee0d7f00f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl
@@ -10,6 +10,7 @@
#define VERTEX_ACTIVE (1 << 0)
#define VERTEX_SELECTED (1 << 1)
+uniform bool doEdges = true;
vec4 EDIT_MESH_edge_color_outer(int edge_flag, bool face_active, float crease, float bweight)
{
@@ -28,24 +29,19 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, bool face_active, float crease, f
vec4 EDIT_MESH_edge_color_inner(int edge_flag, bool face_active)
{
-#ifdef EDGE_SELECTION
vec4 color = colorWireEdit;
+#ifdef EDGE_SELECTION
color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
color = ((edge_flag & EDGE_ACTIVE) != 0) ? colorEditMeshActive : color;
-
#else
- vec4 color = colorWireEdit;
- color = ((edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
+ color = (doEdges && (edge_flag & EDGE_SELECTED) != 0) ? colorEdgeSelect : color;
#endif
return color;
}
vec4 EDIT_MESH_vertex_color(int vertex_flag)
{
- if ((vertex_flag & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0) {
- return colorEdgeSelect;
- }
- else {
- return colorWireEdit;
- }
+ vec4 color = colorWireEdit;
+ color = (doEdges && (vertex_flag & (VERTEX_ACTIVE | VERTEX_SELECTED)) != 0) ? colorEdgeSelect : color;
+ return color;
}