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authorClément Foucault <foucault.clem@gmail.com>2018-12-22 23:02:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-11 18:00:23 +0300
commit9d19ff90760755f6dea97a58fa50e5e299ae334e (patch)
treef26e108d68063725753e9817ca732725ea1cd462 /source/blender/gpu/intern
parent943852c0dc17bff74e3cc91d17c2eeb66adacf33 (diff)
GPUShader: Add selection id shader
This is to separate id drawing from standard color drawing.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c13
1 files changed, 13 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 00646223793..6ad6faf86e1 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -146,6 +146,9 @@ extern char datatoc_gpu_shader_2D_edituvs_edges_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_faces_vert_glsl[];
extern char datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl[];
+extern char datatoc_gpu_shader_3D_selection_id_vert_glsl[];
+extern char datatoc_gpu_shader_selection_id_frag_glsl[];
+
extern char datatoc_gpu_shader_2D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_frag_glsl[];
extern char datatoc_gpu_shader_2D_line_dashed_geom_glsl[];
@@ -940,6 +943,13 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
{ datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl,
datatoc_gpu_shader_2D_smooth_color_frag_glsl },
+ [GPU_SHADER_3D_FLAT_SELECT_ID] =
+ { datatoc_gpu_shader_3D_selection_id_vert_glsl,
+ datatoc_gpu_shader_selection_id_frag_glsl },
+ [GPU_SHADER_3D_UNIFORM_SELECT_ID] =
+ { datatoc_gpu_shader_3D_selection_id_vert_glsl,
+ datatoc_gpu_shader_selection_id_frag_glsl },
+
[GPU_SHADER_GPENCIL_STROKE] =
{ datatoc_gpu_shader_gpencil_stroke_vert_glsl,
datatoc_gpu_shader_gpencil_stroke_frag_glsl,
@@ -1007,6 +1017,9 @@ static const char *gpu_shader_get_builtin_shader_defines(
case GPU_SHADER_2D_UV_EDGES_SMOOTH:
return "#define SMOOTH_COLOR\n";
+ case GPU_SHADER_3D_UNIFORM_SELECT_ID:
+ return "#define UNIFORM_ID\n";
+
default:
return NULL;
}