diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-09-05 20:00:00 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-09-05 20:00:13 +0300 |
commit | 41997d171b75c1519cfe8d620d4fdf7d532f65d4 (patch) | |
tree | daab70a01c49ad8ce9053c9f594cd42d5199a14e /source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl | |
parent | 58a90dbd9708fc2ed67c6c298ed4230947b10fcd (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.glsl | 16 |
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; } |