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authorClément Foucault <foucault.clem@gmail.com>2020-06-22 18:30:45 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-22 18:31:51 +0300
commit336a8f283f4b612b687dc26ea0c86a2c82bf514d (patch)
tree693d50dcf2a80ef78856dbc771a909db20be9c91 /source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
parentb175bb2503bd1c93464349c9c2a583b642de6d5f (diff)
Fix T62917 UV editor: Edge overlay not shown when edge overlay type is Dash
Fix by changing the shader to always compute dash for uv and just change dash size to something really big for other overlay types.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
new file mode 100644
index 00000000000..108fc85c4a5
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_2D_edituvs_edges_frag.glsl
@@ -0,0 +1,30 @@
+
+
+uniform float dashWidth;
+
+#ifdef SMOOTH_COLOR
+noperspective in vec4 finalColor;
+#else
+flat in vec4 finalColor;
+#endif
+
+noperspective in vec2 stipple_pos;
+flat in vec2 stipple_start;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = finalColor;
+
+ /* Avoid passing viewport size */
+ vec2 dd = fwidth(stipple_pos);
+
+ float dist = distance(stipple_start, stipple_pos) / max(dd.x, dd.y);
+
+ if (fract(dist / dashWidth) > 0.5) {
+ fragColor.rgb = vec3(0.0);
+ }
+
+ fragColor = blender_srgb_to_framebuffer_space(fragColor);
+}