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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-13 15:21:12 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-13 15:21:38 +0300
commitda6ed54569d03d18512e46ae08629bf72a592a82 (patch)
tree4d9b6fcb306efaabb97d5f9d52e8b8995de0f7e2 /source/blender/draw/modes/shaders
parent57fe9767f433dca488e5415772b1883c0026a933 (diff)
T55456: EditDrawMode
- removed the dithering from the active face
Diffstat (limited to 'source/blender/draw/modes/shaders')
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl21
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl17
3 files changed, 1 insertions, 41 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
index 23b794d9b8b..6e6e1eff35f 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_frag.glsl
@@ -1,29 +1,8 @@
-
-/* 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 vec4 stipple_matrix[4] = vec4[4](
- 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];
- }
}
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
index 3b9aa77306f..6b87a358588 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
@@ -5,7 +5,6 @@ in vec3 pos;
in ivec4 data;
flat out vec4 faceColor;
-flat out int faceActive;
#define FACE_ACTIVE (1 << 2)
#define FACE_SELECTED (1 << 3)
@@ -16,14 +15,11 @@ void main()
if ((data.x & FACE_ACTIVE) != 0) {
faceColor = colorEditMeshActive;
- faceActive = 1;
}
else if ((data.x & FACE_SELECTED) != 0) {
faceColor = colorFaceSelect;
- faceActive = 0;
}
else {
faceColor = colorFace;
- faceActive = 0;
}
}
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 4bf5f348c27..7d546bd2309 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
@@ -75,13 +75,6 @@ const ivec3 clipPointIdx[6] = ivec3[6](
ivec3(2, 1, 0)
);
-const vec4 stipple_matrix[4] = vec4[4](
- 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 colorDist(vec4 color, float dist)
{
FragColor = (dist < 0) ? color : FragColor;
@@ -145,15 +138,7 @@ void main()
/* First */
FragColor = faceColor;
-
- if ((flag[0] & FACE_ACTIVE) != 0) {
- int x = int(gl_FragCoord.x) & 0x3; /* mod 4 */
- int y = int(gl_FragCoord.y) & 0x3; /* mod 4 */
- FragColor *= stipple_matrix[x][y];
- }
- else {
- FragColor.a *= faceAlphaMod;
- }
+ FragColor.a *= faceAlphaMod;
/* Edges */
for (int v = 0; v < 3; ++v) {