diff options
author | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
commit | 8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch) | |
tree | 4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/editors/mask | |
parent | e7d57628c955c1843c70c8fc5023f5d8954847bd (diff) |
rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Diffstat (limited to 'source/blender/editors/mask')
-rw-r--r-- | source/blender/editors/mask/mask_draw.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/editors/mask/mask_draw.c b/source/blender/editors/mask/mask_draw.c index e1d303965be..7a30cefd9f8 100644 --- a/source/blender/editors/mask/mask_draw.c +++ b/source/blender/editors/mask/mask_draw.c @@ -159,7 +159,7 @@ static void draw_single_handle(const MaskLayer *mask_layer, const MaskSplinePoin immUnbindProgram(); /* draw handle points */ - immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); immUniform1f("size", handle_size); immUniform1f("outlineWidth", 1.5f); @@ -213,7 +213,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline VertexFormat *format = immVertexFormat(); unsigned int pos = add_attrib(format, "pos", COMP_F32, 2, KEEP_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA); immUniform1f("size", 0.7f * handle_size); /* feather points */ @@ -306,7 +306,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline } /* bind program in loop so it does not interfere with draw_single_handle */ - immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA); /* draw CV point */ if (MASKPOINT_ISSEL_KNOT(point)) { @@ -335,7 +335,7 @@ static void draw_spline_points(const bContext *C, MaskLayer *masklay, MaskSpline float x = (min[0] + max[0]) * 0.5f; float y = (min[1] + max[1]) * 0.5f; - immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH); + immBindBuiltinProgram(GPU_SHADER_2D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA); immUniform1f("outlineWidth", 1.5f); if (masklay->act_spline == spline) { |