diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-02-07 18:30:08 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-02-07 19:30:10 +0300 |
commit | a710af2b2571ce0564ee11cbcf5ebb35e6b09a3c (patch) | |
tree | 638bd6a10ebb819792cf08f09aa3c2c3620b4977 /source/blender/draw/modes/shaders/edit_mesh_overlay_common_lib.glsl | |
parent | 9b774dfa3b85b53774b9e0da2f1eba249d008a62 (diff) |
Edit Mesh: Rework new implementation and use geometry shader to draw lines
This make it (theoriticaly) compatible with all supported hardware with
consistent results.
Also we now draw the lines with analytic anti-aliasing instead of relying
on MSAA (which offers less benefits in our case).
The remaining aliasing comes from edges cut in half by the mesh which is
not rendered with MSAA. Hopefully this is not too much distracting and only
happen if the face is almost parallel to the view.
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 | 2 |
1 files changed, 1 insertions, 1 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 682e77c347f..51b6e628deb 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 @@ -11,7 +11,7 @@ vec4 EDIT_MESH_edge_color_outer(int edge_flag, int face_flag, float crease, floa color = ((edge_flag & EDGE_SEAM) != 0) ? colorEdgeSeam : color; if ((face_flag & FACE_ACTIVE) != 0) { - color = colorEditMeshActive; + color = vec4(colorEditMeshActive.rgb, 1.0); } return color; } |