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author | Jacques Lucke <mail@jlucke.com> | 2018-09-24 18:10:29 +0300 |
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committer | Jacques Lucke <mail@jlucke.com> | 2018-09-24 18:10:29 +0300 |
commit | 19f46c6ac071e32482969319f43d148ada97a63f (patch) | |
tree | f7a415bb592ebd2cf695c1526d75db2aeabd1b6e /source/blender/gpu/intern/gpu_shader.c | |
parent | 809be0099ea161eda0f149411651bd9fe84e1b6a (diff) |
Weight Paint: Multiply overlay on the mesh
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 0f9e0b2008e..9feaed80c2f 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -64,6 +64,7 @@ extern char datatoc_gpu_shader_simple_lighting_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl[]; +extern char datatoc_gpu_shader_multiply_and_blend_preprocessing_glsl[]; extern char datatoc_gpu_shader_flat_color_frag_glsl[]; extern char datatoc_gpu_shader_flat_color_alpha_test_0_frag_glsl[]; extern char datatoc_gpu_shader_flat_id_frag_glsl[]; @@ -706,6 +707,9 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = { [GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR_ALPHA] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_alpha_frag_glsl }, + [GPU_SHADER_MULTIPLY_AND_BLEND_PREPROCESSING] = + { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, + datatoc_gpu_shader_multiply_and_blend_preprocessing_glsl }, [GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl, |