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authorClément Foucault <foucault.clem@gmail.com>2017-09-22 03:42:57 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-09-22 03:44:40 +0300
commit1a4a1447b728082939e7b0f033602f27c0269937 (patch)
tree9060d9ff3762a5bd9709dca267c458c8fd8222d9 /source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
parent406427bd4eac038491e69156a1b344d21a5289fd (diff)
Edit Mesh Mode: Add a facing falloff effect
This let the user keep track of the shape by fading the center of the object. An Opacity parameter is yet to be added.
Diffstat (limited to 'source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
index 8ae7a9e3ab5..d7f96695d0e 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -15,6 +15,9 @@ flat in int clipCase;
#ifdef VERTEX_SELECTION
in vec3 vertexColor;
#endif
+#ifdef VERTEX_FACING
+in float facing;
+#endif
/* We use a vec4[2] interface to pass edge data
* (without fragmenting memory accesses)
@@ -198,6 +201,10 @@ void main()
}
#endif
+#ifdef VERTEX_FACING
+ FragColor.a *= 1.0 - abs(facing) * 0.4;
+#endif
+
/* don't write depth if not opaque */
if (FragColor.a == 0.0) discard;
}