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authorPhilipp Oeser <info@graphics-engineer.com>2020-12-08 18:10:08 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2020-12-10 15:20:15 +0300
commit2b9eb5eee58acb81d8ae7e64a5a95526623d64d7 (patch)
treef5a35e1d9a573f5c519e91bcb4f0d71fb1907c9f /source/blender/draw
parente795ba1529a28ec276a5178fda2025e5ec071bbf (diff)
Fix T83361: UV Editor does not draw pinned selected UVs as pinned
Caused by rB4212b6528af. outlineColor is computed by the vertex shader, so not a uniform. So outlineColor was undefined. note: it was still possible to run into the situation that a selected UV is drawn ontop of a selected pinned UV [you had to disable sticky selection for this], now also make sure selected-pinned are drawn topmost, then selected, then unselected UVs. Maniphest Tasks: T83361 Differential Revision: https://developer.blender.org/D9786
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl3
-rw-r--r--source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl2
2 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
index 1d936e4e072..ea2715a3c32 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_frag.glsl
@@ -1,6 +1,5 @@
-uniform vec4 outlineColor;
-
+in vec4 outlineColor;
in vec4 radii;
in vec4 fillColor;
out vec4 fragColor;
diff --git a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
index 9e9df82a77d..cb70a3b433c 100644
--- a/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
+++ b/source/blender/draw/engines/overlay/shaders/edit_uv_verts_vert.glsl
@@ -26,7 +26,7 @@ void main()
/* Move selected vertices to the top
* Vertices are between 0.0 and 0.2, Edges between 0.2 and 0.4
* actual pixels are at 0.75, 1.0 is used for the background. */
- float depth = is_selected ? 0.05 : 0.15;
+ float depth = is_selected ? (is_pinned ? 0.05 : 0.10) : 0.15;
gl_Position = vec4(point_world_to_ndc(world_pos).xy, depth, 1.0);
gl_PointSize = pointSize;