diff options
author | Luca Rood <dev@lucarood.com> | 2017-05-23 15:37:01 +0300 |
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committer | Luca Rood <dev@lucarood.com> | 2017-05-23 15:37:01 +0300 |
commit | 6f063bdb1c316d31d108d2d609de36a0e4461db5 (patch) | |
tree | 1198ec39a4003af05ccc93c25780c9465ecdc6f0 /source/blender/draw/modes/shaders/object_particle_prim_vert.glsl | |
parent | 340e4394d43e8c3eed6ef84dafb4093299f22a29 (diff) |
Use pointers to actual data for particle uniforms
This makes particle color uniforms point directly to material color, and
particle size uniforms point directly to ParticleSettings size.
Diffstat (limited to 'source/blender/draw/modes/shaders/object_particle_prim_vert.glsl')
-rw-r--r-- | source/blender/draw/modes/shaders/object_particle_prim_vert.glsl | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl index 2483ca5b2d2..ff16f61b884 100644 --- a/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl +++ b/source/blender/draw/modes/shaders/object_particle_prim_vert.glsl @@ -5,7 +5,7 @@ uniform mat4 ModelViewMatrix; uniform mat4 ProjectionMatrix; uniform int screen_space; uniform float pixel_size; -uniform float draw_size; +uniform int draw_size; in vec3 pos; in vec4 rot; @@ -36,7 +36,13 @@ void main() gl_Position = ProjectionMatrix * gl_Position; } else { - gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * draw_size, rot), 1.0); + int size = draw_size; + + if (axis > -1) { + size *= 2; + } + + gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * size, rot), 1.0); } finalAxis = axis; |