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author | Clément Foucault <foucault.clem@gmail.com> | 2018-12-22 23:02:30 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-11 18:00:23 +0300 |
commit | 9d19ff90760755f6dea97a58fa50e5e299ae334e (patch) | |
tree | f26e108d68063725753e9817ca732725ea1cd462 /source/blender/gpu/intern | |
parent | 943852c0dc17bff74e3cc91d17c2eeb66adacf33 (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.c | 13 |
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; } |