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authorCampbell Barton <ideasman42@gmail.com>2017-04-13 07:13:46 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-04-13 07:13:46 +0300
commitc0a9e388b34298daa6c9f1e9c8f68fde85e319a8 (patch)
tree358818bbd7162d24adc48909e48551b27fa30592 /source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
parent64660b902c3fb52fe5a3cb5bf232f90283db8732 (diff)
GLSL: rename edit_overlay -> edit_mesh_overlay
Avoid confusion with overlays with non-mesh types
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl29
1 files changed, 29 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
new file mode 100644
index 00000000000..049333c8e4f
--- /dev/null
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
@@ -0,0 +1,29 @@
+
+/* Solid Wirefram implementation
+ * Mike Erwin, Clément Foucault */
+
+/* This shader follows the principles of
+ * http://developer.download.nvidia.com/SDK/10/direct3d/Source/SolidWireframe/Doc/SolidWireframe.pdf */
+
+flat in vec4 faceColor;
+flat in int faceActive;
+
+out vec4 FragColor;
+
+const mat4 stipple_matrix = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 0.0)
+);
+
+void main()
+{
+ FragColor = faceColor;
+
+ if (faceActive == 1) {
+ int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
+ int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
+ FragColor *= stipple_matrix[x][y];
+ }
+}